EricHough

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  1. Quote:
    Originally Posted by Weatherby Goode View Post
    With Dark Mind Control and Dark Illusion Control, I'm not sure we really need Dark Control anymore. Sure new sets are always nice, but I'd rather have Electric, Air, or Water.

    I just want tar patch in SOME secondary for controllers. I could live with less control in a controller version of dark miasma although except for fluffy I don't see it having that much more control than, say, TA. 1 cone fear, 1 single target hold, 1 AE movement slow - I don't even see why folks think it would be that big a deal to stack fearsome stare and terrify or spectral terror, its not like stacked fears are really going to be all that more effective, damage will still break them and so far I haven't hit much that spectral terror won't fear on its own.

    It isn't as much the power colors as it is the effects of the powers themselves - I love the ability to drag a couple of groups onto tar patch and rain AE's down on them with my fire/dark corruptor - I could see doing something similar with a mind/dark controller, just not as much AE until you get to APP's.
  2. While very high on offensive debuffs (lots of -def and -res) TA is very low on damage mitigation. Basically it has a little -to hit in flash arrow, a little -recharge spread out between its controls and a very small amount of -damage in PGA. To some extent this is balanced by the amount of control it offers but when you apply the low mastermind AT mods for both controlls and debuffs to the set what you end up with is way on the low end.

    Defenders do OK with it because they get the best debuff values so even the low debuffs are ok. Controllers are ok because they have a lot of damage mitigation in their primary and they get the best control mods so the lack of damage mitigation in TA doesn't matter. I tried playing a corruptor TA on test during the beta and I honestly feel the set is to weak there as well - solo you have almost nothing to mitigate damage from ranged attackers and in a group you really don't add much from your secondary until you have acid arrow and disruption arrow - once you have those you will probably contribute greatly to a team but even then you won't match other sets until you get OSL. In many ways I think folks excuse way to much weakness early on in the set because OSL is so awesome (and it IS awesome - but crap until 35 is never worth awesome).

    Sorry to go on - TA is one of my pet peeves - it sounds like it should be a nice set and the concept is cool but it leaves a lot to desire. People are constantly yelling at me whenever I try to compare it to the other debuff sets but the fact is that while it DOES give you more offensive debuffs than any other set it doesn't give you ENOUGH extra to balance the really low damage mitigation and the lack of a heal.

    In conclusion - go traps unless you REALLY want to go TA for concept.
  3. I tend to agree with weatherby and Ethric: snap shot -> aimed shot -> snap shot (rinse repeat) makes a fast, low end attack chain. Fistfull is a VERY nice cone (fast activating and reasonably low end for an AE) but it has a long enough recharge to leave gaps in your attack chain AND it costs enough end that using it against single targets is wasteful in the low levels when you don't have end to spare.

    I also find that the lower damage tier 1 & 2 attacks like SS/AS or flares/fire blast have a better chance of scourging without overkill, which is very nice prior to getting stamina as it saves you a lot of end. My archery/traps (L12 currently) gets a LOT of mileage out of scourging snap shot.

    At higher levels with enough recharge or in a build optimized for AE you could drop snap shot. At lower levels if you group exclusively you could probably get by with aimed shot, fistfull and blazing but if you ever solo you will notice the difference.
  4. I played an archery/traps corruptor to L17 on test and am working on one right now on live. I have found that the key to soloing is to focus initially on single target damage - capitalize on the fact that you can get your tier 3 attack at level 6, then use caltrops + web grenade to keep mobs out of melee damage.

    My current a/traps corruptor is level 12 or 13 and has the following powers:

    Web Grenade
    Snap Shot
    Aimed Shot
    Caltrops
    Blazing Arrow
    Combat Jumping
    Acid Mortar
    Swift

    I plan on taking fistful at L14 as its a fast activating, fairly end friendly AE that will give you a nice filler attack. My standard strategy is to drop caltrops at my feet for large groups and then take them out one by one - the caltrops don't completely prevent them from closing but because they trigger an avoid as well as having a movement slow the mobs will close with you, maybe get off one attack, then run away - all very slowly. Web grenade is good to prevent those hard hitting LT's from closing at all plus it has a 50% recharge speed debuff which cuts down on incoming damage.

    Snap Shot + Aimed Shot + Snap Shot makes for a fast, low end attack chain and you can slip blazing arrow in whenever it is up. While SS and AS do less damage than other tier 1/2 attacks they also have a much better chance to benefit from scourge where a classic 4/8 second attack chain would frequently overkill by the time it scourged.

    I actually find sets like archery and fire EASIER to solo pre-20 as the faster firing tier 1&2 attacks are more flexible at low levels when you really can't afford to slot recharge in them. Fire's real problem is that you get all that AE prior to L10 but you don't have the end to use it where archery gives you your T3 single target a lot ealier and spaces out the AE a little better although it doesn't catch up to fire until L32 when RoA brings it up to par.
  5. Quote:
    Originally Posted by Futurias View Post
    Actually, against some missions without going out and buying a whole bunch of break frees, no I could not solo. My Psi/Psi blaster against Malta really, really sucked because of all the mezz.

    And BTW, all characters have some sort of mezz attack (that's why the no mezz protection in old PvP sucked so bad. It became 'who can mezz the squishy the fastest' issue.)

    They already have the tools, the damage and (when not mezzed) the heavy resistance or defense.

    If squishies don't 'need' mezz protection (so that challenge isn't 'taken away') then no one does, do they?

    Of course, they won't be soloing +3/x8, but that 'should be' team content, shouldn't it?
    Quote:
    Originally Posted by Panzerwaffen View Post
    Yeah, except he is complaining that he can't even solo a +0/x1, no boss spawn either without mez protection.
    Quote:
    Originally Posted by LordLockeRA View Post
    That's foolishness. I can solo +0/x1 anything short of mezzing EB's with my Emp/Psi defender. If he can't solo with his Psi/Ment Blaster Build Up and built-in countermeasures to keep mez from completely shutting him down, there's something wrong, that is for certain. It's just the part of the equasion sitting in front of the keyboard.
    Actually, I don't see anything in Futurias last post that makes any claims about what difficulty setting he could or couldn't solo, just that he has enough trouble against malta that they are not worth soloing.

    All of that aside - yes, barring EB's/AV's/GM's pretty much anything else in this game is soloable - but the question is HOW hard should you have to work to solo something and how much fun you find soloing with a given AT. If I have to burn through half a tray of inspirations every single mission just to solo certain mobs even at heroic I am at least going to avoid those mobs - if I have to do that with ENOUGH mob types that I will probably just avoid that AT/Powerset combination totally. Likewise - even if I can solo without to much pain at heroic I am only willing to STAY at that level for a certain amount of the game before I find that myself becoming bored with my advancement speed, as soloing at heroic starts to really bog down once you are in the 30's and only gets worse at L40.

    Currently I find the soloability of defenders and to a certain extent corruptors to be sad at best, totally sucky at worst. The fact that other folks can stand soloing them is nice - but at this point I would accept anything that would improve this as I DO have some character concept that best fit a defender or corruptor but so far can't stand playing them. ONE thing that would improve things would be way to get at least a minimal amount of status protection.

    I honestly don't see how adding a couple points of sleep or stun protection to a tier 3 or 4 pool power or to an IO would impact the value of defenders or corruptors in a group but it would give those of us who don't like to group a way to handle mobs that sleep, stun or hold without having to carry around trays full of nothing but break free's. Nor would doing something like this impinge on the position of scrappers, brutes or MM's as the kings of soloing, since 2-3 points of status protection is NOTHING compared to what melee AT's get and is even pretty weak compared to defiance, which allows blasters to still attack under any amount of control.
  6. EricHough

    Pet Slotting

    Quote:
    Originally Posted by Power Corps View Post
    That helps greatly.

    On this part quoted above, does the end redux stack on the pets since they are seperate powers? Or, does it just make sense to slot one of them for end redux?

    I'm probably better off jumping to where this will end up, how do you folks normally slot your pet powers?

    Starting at L27 I frankenslot with L30+ pet damage IO's. I put in 3 Acc/Dam from whatever sets I can get cheaply and 1 damage, either a generic or one from a pet damage set if I want to get some set bonuses - not that any of them are really worth getting. That gives me slightly over 60% accuracy and ED capped damage and only takes 4 slots, leaving 2 for things like pet aura IO's, proc's, etc - what you put in the remaining two slots depends on the pet. For example on my thugs/traps I have a def IO and an achilles heel -res proc on my enforcers.

    As for end reduction so far I have slotted it on my necro/pain MM's lich as I noticed he burned through a lot of end after the second attack upgrade and I am thinking about slotting some on my thugs/traps bruiser. When you get high enough level (40+) you can substitute higher level acc/dam/end reduction IO's for 1 or 2 of the Acc/Dam IO's I suggested above and still get about 60% Acc, capped damage and a little end reduction.
  7. Quote:
    Originally Posted by Fulmens View Post
    I have four FF defenders.

    They've become steadily less and less useful above, say, level 33. About all they provide that you can't get from (ice/dark/IO's/two guys with Maneuvers) is passive mez protection.

    While the entire game shouldn't be based around "my favorite guys are still worth spitting on", you should wonder why ANYONE would group if EVERY character can solo with no gaping holes in their performance.

    There's clearly and stupidly too much KB in the late game, but I don't know if you can argue that there's too much mez.
    Well - since I pretty much never group that argument is lost to me anyway - in response I say why should I never be able to play certain AT's because I feel they cannot solo without a lot of pain and agony on my part.

    I am not suggesting much and as I pointed out the game already provides this for hold protection in acrobatics- adding it in to OTHER pool powers or as geko suggested as the 6th IO set bonus would not really be overpowering and would require that, like me, you REALLY want to solo you can work for the ability to do so. I don't want 1 power that will provide everything - I am willing to work for my defenses but right now there are NO options for sleep or stuns. Just enough that a single 1 second sleep won't drop all your toggles - like the ones done by a lot of the crey mobs you face in the 30'. I almost quit playing my archery/devices blaster because every single fight I dropped targetting drone and cloaking device - and CD has a 20 second recharge. The change to defensive toggles resurrected that character but I still can't play defenders or corruptors who rely primarily on offensive toggles.
  8. Something like this in a very minimal way WOULD make some of the AT's that are not very soloable a lot more capable of soloing. For example, I pretty much cannot stand playing defenders because I solo 99% of the time and even the most soloable defenders are extremely crippled by status effects - and break free's are NOT enough when most defenders rely on offensive toggles which drop at the slightest status effect - a 0.5 second stun - say goodbye to RI which means a dead solo defender. Unless you suck down a break free at EVERY fight which includes a mezzing, sleeping or stunning opponent you risk losing your protections until you can re-cast the toggles - and with the recharge on many toggles that is not reasonable.

    There DOES exist something like this already in the game - acrobatics gives you 2 points of hold resistance which stacks with the inherent 1 point that all characters have so that the first normal hold doesn't stick. I used to use this on my archery/devices blaster for both KB and hold protection, mostly to prevent my targeting drone and cloaking device from constantly dropping as having to raise them after every single fight was annoying. When they changed defensive toggles so that they didn't drop anymore I was able to respec out of it and go with a karma IO for KB protection but thats on a blaster who has no offensive toggles and defiance.

    IF they added some more, minimal status resistance to either IO's or pool powers (or both) I think it would be a great thing for the game - not a lot, just enough so that like with acrobatics you can resist that first hold or stun. It would increase the solo-ability of the most squishy AT's without really increasing their combat ability.

    Now that traps has been moved to defenders I will probably be trying out a traps defender as it gives you the status protection of FF but offers offensive debuffs which FF doesn't - however I would love to be able to play a rad defender without having to choose to group all the time or feel like I can carry nothing in my tray but breakfree's.
  9. Quote:
    Originally Posted by Ghost_Ripper View Post
    I had an A/Traps in Test, and it seemed pretty good, although I didn't solo very much. I planned on going A/Kin corr when i16 went live. So we'll see how that works out, I think it will be pretty NICE.
    I played both an A/TA and an A/Traps on test - got the TA up to 20 and the traps up to 17. Initially I liked the TA best due to the lack of redraw and the fact that even with the MM end costs on TA it was still lower than /traps but by mid teens the advantage of having acid mortar already and the def from FFG clearly put traps ahead, at least for someone who primarily solo's as I do.

    Another stike against TA is that it went live with the Mastermind end costs instead of the controller end costs.
  10. Quote:
    Originally Posted by St0n3y View Post
    Titan Network is pleased to announce Mids' Hero/Villain Designer v1.601.

    This new release includes:
    • Added ability to take Tier 3 travel powers at level 6 (60 month vet reward)
    Head on over to Titan Network to download the new version of Mids'.
    Is there any way to turn OFF this ability for those of us who don't have that vet award yet? Currently the display of movement power pools is extremely screwy because of this change - the second and third powers in the pool have swapped position (so for fly the powers are listed in the order hover, fly, air superiority, group fly) and could be very confusing for those who are NOT aware of the vet award that makes this possible.
  11. Quote:
    Originally Posted by HK008 View Post
    The biggest hurdle is leveling this character up. I'll need to use that Stone Spears, Stone Mallet... and.... and.... Air Superiority? Why the heck do we have to wait so long to get Heavy Mallet, and SS? Is Hurl Boulder seriously supposed to be my filler? Tremor? Give me a break! I'll take Tremor because I can find uses for it, but man what a disappointing choice. Ugh, and now this thought takes me back to Plant/ just because it can do more damage than Earth/.

    Decisions...
    This is a problem with many of the assault sets - fire, ice, thorns and now earth all start with a single target blast, single target melee, AE (cone or PBAE) and a second single target blast - which means to get a decent attack chain that doesn't have you running in and out of combat you have to rely on the primary and slot up a single target immob (or go mind so you can take mesmerize and levitate), dip into a pool for another melee power or waste a lot of end using the AE power in a single target attack chain.

    This is one of my pet peeves with the dominator AT and the reason electric and energy are my favorite secondaries - or mind/anything since mesmerize and levitate are basically ranged attacks with a sleep and knockup respectively.
  12. My necro/pain is slotting for recharge to maximize the uptime of world of pain, anguishing cry and painbringer, as all your damage boost is in these 3 powers (+dam in WoP and PB and -resist in AC). Currently I am focusing on slotting Doctored wounds sets in the heals - Nullify pain, soothe and suppress pain are good places for these and doctored wounds is not all that expensive either.

    Unfortunately I can't think of much other than that in the primary/secondary. Obviously if you take a movement power that accepts def sets you can slot an LoTG +recharge and if you can squeeze an attack from the primary in to your build you could slot a decimation set in it, life drain would probably be good for this. Depending on your patron pool there are some other choices for recharge - I am going to go with Soul mastery which will let me slot stupify in oppressive gloom (+6.25% rech) and soul tentacles will take a positrons blast set.

    Not having attacks or defenses cuts down on a lot of the classic places for IO sets with +recharge but you should be able to get a much as 5 sets of DW to cap the +5% recharge bonus (Nullify pain, Soothe, Suppress pain, Share pain and Painbringer). Throw in a couple of 6.25% bonuses from decimation sets in attacks or other sets in patron powers and you can get 30-35% global recharge easily (and fairly cheaply). If you can squeeze hasten into your build that will help a lot as well.

    I agree with the earlier poster who noted that LoTG +rech are probably cheaper to go with than purple sets, although finding places to slot either will be difficult as there are no purple sets for heal powers, the Soulbound allegiance won't give you any bonuses that help with your pets and that doesn't leave you a lot of purple sets you can slot. If you go with flight or leaping as a travel power you can slot an LoTG in hover or combat jumping and if you go with mace mastery as a patron pool you could slot one in scorpion shield.

    EDIT: On slotting your pets definitely put an achilles heel -resistance proc in enforcers. That is one of the best procs you can get as long as it will go off reasonably frequently as it increases ALL damage by 20%. If you frankenslot pet damage IO's you can cap damage and easily get 60% accuracy in 4 slots (3 x L30+ acc/dam IO's and 1 x L30+ damage) leaving up to 2 slots for procs and extra's. Since you can slot the pet aura IO's in gang war this means you could slot the achilles heel and a damage proc in enforcers - the Lady Grey negative energy proc is a good one.
  13. I am fairly sure that TA will be very nice for corruptors in a group, however I am finding it difficult to solo. With primarily melee enemies I do fairly well, glue arrow + entangling arrow does an excellent job of keeping things at range. However with enemies that do a lot of ranged damage (or resist slows and immobilizes) the set is seriously short on mitigation.

    My current A/TA corruptor on test is level 20 and after repeated attempts to do a simple council paper mission I finally gave up on him. Every single group of 3 white minions shredded him, forcing me to suck down inspirations to stay alive and even then I had to rest a lot. I tried with 2 different builds - in the first build I opened with PGA and glue arrow, hoping to reduce the damage but the sleep was to short to make a difference when it did hit and the 15% damage debuff didn't seem to make much of a difference, plus acid arrow tends to blow the sleep which makes that part of PGA pretty much useless. Also, with the current end costs it doing this for every spawn was nasty on my blue bar. In my alternate build I swapped out PGA for ice arrow and while that softened up the initial alpha it didn't last long enough to prevent a lot of damage. This is what actually prompted this thread - when I noticed that not only did PGA have the MM values but the controller values where a lot lower than I would have expected.

    Getting to L22 and slotting my attacks up to SO level might let me kill fast enough to survive but I don't know if I have the patience to continue on for a character I am going to abandon anyway - getting to L20 was enough of a grind with this character.

    I would certainly recommend archery as a primary though - early on getting all 3 single target attacks is very nice and the AE isn't bad in the pre-SO levels. Having played a couple of archery blasters up to RoA I know it will be nice for a corruptor but I expect I am going to end up going with an archery/traps corruptor after i16 goes live - traps at least gets FFG for some def and status protection.
  14. EricHough

    Vs. Carnies?

    Quote:
    Originally Posted by _Uun_ View Post
    Archery blaster works well. Lethal damage + ranged control. Plus blasters can keep fighting through the mezzes.
    I found that archery worked fine up until I hit my first master illusionist - the phantoms, phantom decoys, ranged damage and debuffs where ugly to behold. Prior to that you are correct - lethal damage at range is very effective against carnies. My blaster was an archery/devices which made range even more effective as I could keep most things at bay with caltrops.

    I think the OP has a good picture of things - if you want a scrapper, anything/SR, anything/dark or anything/electric will do just fine against carnies with lethal damage being the best bet. The SR will be more survivable overall once you hit the softcap but the /electric might be more fun. If you don't want a scrapper any kind of illusion controller will probably work well although illusion/rad is one of the best combo's as the /rad debuffs will balance any psionic resistance or def that they have. Other than that - lethal damage and the ability to keep them at range is your best bet although as I noted that can be hard with master illusionists.
  15. EricHough

    Vs. Carnies?

    Any scrapper with def at the softcap will pretty much ignore a lot of the end drain. SR is the easiest to get to that point, followed by Shields, Invulnerability and willpower (not sure about the order of the last two but I suspect Invulnerability is easier to softcap than WP). In addition to dark armor (as mentioned above) I suspect that electric armor will also be fairly carnie proof - it should be even better than dark armor as DA only gives you about 70% resistance to recovery/end drains where electric gives you 103% and has power sink and a mini-conserve power.

    Pretty much any primary will work although if you want something that will specifically shred carnies any of the lethal damage sets will work well as they are all vulnerable to lethal - so DB/SR, Katana/SR or Broadsword/SR would probably be the easiest carnie killer you could make with Katana and BS having the advantage due to divine avalance/parry, which makes leveling /SR a breeze.
  16. Quote:
    Originally Posted by perwira View Post
    I appreciate all the comments so far.

    As far as guides go, the Guide to Guides really only has one guide in Section X that actually goes over the mechanics of the respec process (by R_M dating back to I8: http://boards.cityofheroes.com/showt...370#post578370).

    Since I already have a freespec and two respecs for the (45th level) character I intend to respec first, I'll go ahead and get my feet wet and give the freespec a go. If all goes to worst and I discover that I've messed it up after I've saved it, I have two more respecs to play with. I've been hoarding them just in case.

    You can always copy your character to the test server before running the respec, then try it out on test to make sure it works right. This will also give you the option to run a coulpe of test mission with the new build. The character copy tool is very easy to access as its now in the forum list right after the training room forums.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    On the staff vs wand, it depends on your origin as to which is better. You get extra damage with the staff if you're science, tech or natural. You get extra damage with the wand if you are magic, mutant or natural.

    As for the regen tissue unique, and I'm sure that someone will correct me if I'm wrong, I believe that it grants both 25% regen on top of whatever your global regen value is as well as buffing the power it's in as if it was a 25% enhancement buff

    Fast Healing grants more regen than Health, so it would probably be better to slot it there UNLESS in doing so you end up enhancing FH less than Health.
    I am pretty sure that the regerative tissue unique has no effect on the power in which it is slotted - however the enhancments IN that power increase the value of the unique - so if you put in in health and then add 3 more slots to health so you can cap your healing enhancment the RT unique will add 48% regen or so instead of 25%. (exact value will depend on how close you are to the ED cap).

    So the only two factors that should be considered when deciding whether to slot it in FH or health are:

    1) Which one are you going to slot up first so that you can get the best benefits out of both the power and the RT unique as soon as possible.
    2) If you plan to do any exemparing you will want to slot it in whichever one you took first as the RT unique is a proc and will provide benefits as long as you have access to the power in which you slotted it.
  18. Thanks for the info trickshooter - I was hoping you or Luminara would remember what happened back when TA was first introduced.

    I still think they made the controller version (and subsequently the corruptor version) to weak compared to the defender but if they can fix the corruptor version to do the proper 20% debuff it will at least be worth trying.

    Having played around with both A/TA and A/Devices on test I definitely think the A/TA has a better feel - smoother attack sequence and the character feels more mobile and active where the traps version has to spend to much time setting up a 'base' and pulling mobs to it to get maximum benefit out of acid mortar. I would prefer to play a /TA corruptor but since I mostly solo damage mitigation is an issue. My A/TA corruptor does an excellent job of keeping enemies at bow range but I have been avoiding enemies with heavy ranged damage (council for instance) as I expect they will shred my character until I can either kill them a lot faster or have some better damage mitigation.
  19. Quote:
    Originally Posted by Blue_Note View Post
    The logic escapes me here. You started of with the dam debuff in PGA and now it has turned into a def debuff? Am I missing something here?
    However, in my book TA has a big def debuff in OSA and a good def debuff with Acid Arrow. And as for other debuffs concerned there is some nice res debuffs from Acid arrow again and Disruption Arrow. TA is all about debuff, they are not all neatly packed in 1 or 2 powers, but mixed up they provide some valuable numers imo.
    We'll have to see how it goes live, but I certainly hope that /TA for corrs won't come out gimped, and apparently as it stands now it needs some tweaking to make it a good cor set.
    Dsorrow is correct in that when I say defensive debuffs I mean debuffs that reduce the ability of the enemy to damage you - specifically to hit debuffs and damage debuffs, although I consider slows defensive as well. Sorry for the confusion, its a case of game terms conflicting with the english language.

    I certainly agree that TA has plenty of DEF debuffs - I play 3 TA controllers and love it for that and the resistance debuffs. However my controllers have plenty of damage mitigation (probably a better term than defensive debuffs) in controls and so I have never taken PGA. I still have yet to see if the damage debuff in PGA will cut down on the ranged damage I take enough to make a difference but I was just looking over the numbers and my original question occured to me - why was PGA reduced so much when it went to controllers.
  20. I have been playing with an Archery/TA corruptor on test who just got to 16 and took poison gas arrow in hopes I could use it to cut down on incoming damage from ranged attackers. While I realize that currently the damage debuff on the power is set to the mastermind value instead of the controller value what I can't figure out is why the controller value is so low. Controllers to a -20% damage debuff with PGA where defenders do a -31.25% debuff. Thats a 36% reduction - no other debuff numbers are reduced this far when going from defender to controller/corruptor values. Darkest night's damage debuff goes from 37.5% to 30% (a 20% reduction), enervating field's damage debuff goes from 25% to 20% (a 25% reduction) as does siphon power.

    I just find it odd that a set that is fairly light in defensive debuffs has one of it's primary defensive debuffs hit this hard, since all it has otherwise is the to hit debuff in flash arrow and a little bit of recharge debuff in glue arrow, entangling arrow and ice arrow (not much though - 40% total if you can stack them all - one web grenade will beat that).

    I didn't pay close attention when the TA set first came out to discussions on it - perhaps someone who did back then knows why the controller version of PGA was reduced so much (and by extension the corruptor/mastermind versions).
  21. Quote:
    Originally Posted by Muon_Neutrino View Post
    As for the rest of it, I think the stalkers would have a justified complaint if scrappers were allowed to get the critical tools of mez protection and the self-heal so much earlier. For better or worse, I think the set needs to stay in the same order from 16 up. In my mind 4 and 10 are the two open levels to stick in the generic stealth and the caltrops replacement, in whichever order. Pound home early the fact that the powerset is about gadgets and steath as well as traditional tools.
    Actually, I see no problem with moving the status protection power to L10 - thats when most scrapper sets get their status protection anyway: SR, Willpower, dark armor, shield defense and even the new electric armor set all get status protection at L10. In fact, you could argue that regen and invulnerability are now the ones that 'break' the rules. (we won't even talk about fiery aura). I would accept that the heal is a bit early, although both regen and fiery aura set a precedence for an early heal, however L16 would be appropriate for the heal - just put the stealth power at 4 and whatever replaces caltrops at 20.
  22. Every female character I make has at least one outfit that includes the Bridal & Lace Top + Gloves and a bridal style miniskirt. I like textured dresses as opposed to the painted on older outfits and the ONLY textured dress that has gloves to go with it is the bridal dress. The witch outfit does match up but I hate the boots and the rest just looks way to slutty for my taste.

    I also frequently combine the Bridal & Lace top, bridal gloves and bridal skirt with a sleeveless Wedding tux and strappy shoes - makes for a formal, opera style look.

    My most abused male outfit is a the thief hood + baroque pattern full body tights for a wraith/spectre look.

    EDIT: Oh - for female faces I pretty much always use supernatural face 4 or hostile face1 - I can't stand any of the others, to bland. For male faces my favorite currently is supernatural face 2 with a van **** or magician beard.
  23. EricHough

    Slotting PA

    Quote:
    Originally Posted by Sweetmeat View Post
    I went with 5 Expedient Reinforcement and one common Recharge. I forget what the 5th Expedient Reinforcement did, but for whatever reason I liked it.
    The 5th ER gives you 10% bonus to regen. I am currently using 5 ER + Call to Arms A/D/R in my illusion/rad. I went with this mostly because I got the CtA a/d/r fairly cheaply a long while ago but the current price of L30 CtA E/D/R is about 15-20 million on the market and I tend to be cheap (relatively speaking). The difference in recharge on my PA between this and Nintova's slotting is about 3 seconds when hasten+AM is up. I am also using a spread of L40 - 47 IO's as my ill/rad is still only L44.
  24. EricHough

    Dark Armor Angst

    Quote:
    Originally Posted by Dechs Kaison View Post
    I'm just going to say that every powerset was designed to have holes and weaknesses. IO's are what allow us to compensate for those weaknesses.

    Would you refuse to "throw money" at a granite tank so it could handle psionic damage? Regen can't take an alpha without moment of glory, so would you "throw money" at it to add enough defense and/or resistance to compensate? Or do you write off those sets as unplayable because of designed holes?

    I don't know many teams that would let a petless MM tag along, but even so, if you've gotten to the 30's with it, you must be using IO's to compensate for the "holes" you've given yourself.

    EDIT TO ADD: I'm not making the same assumption that JamMaster has about you not using IO's at all. Your statement does implicate that you won't use IO's to compensate for an innate weakness. How can you play anything when everything is designed to have a hole somewhere?
    Except that not everything HAS a weakness, for example willpower really has no single weakness (yes, folks like to say it is weak to a 'beta' strike but all that really means is if you shove more damage at it than it's regen can overcome you will eventually wear it out - pretty much every defensive set but soft-capped def sets have this weakness). Some scrapper/brute/tank defensive sets do have holes in them. Those holes are NOT there because they can be filled in by an IO as the dev's have stated many times that they don't balance around IO's. The holes generally exist because the dev's think something else in the set balances them. Fiery aura has a KB weakness (and to a limited extend an immobilize weakness) because the dev's felt that this balances the sets extra damage powers. Stone armor has a psionic hole I suppose because it is so strong everywhere else. Regen is weak to burst damage but incredibly strong to sustained damage - etc.

    Even many of the classic weak points have been recognized by the dev's to be a mistake and filled in with updates. MoG was changed to be an excellent alpha absorber, electric armor is getting a regen/heal power in i16, and so on.

    So refusing to use IO's to fill in a specific hole is NOT unreasonable. It may not be the best way to optimize character performance, but plenty of the holes have non-IO solutions (such as acrobatics).

    Based on Guy's comments it sounds like instead of filling in a sets holes with IO's he either slogs on with the hole, living with the limitations of it or fills it in with pool powers such as acrobatics. Which may make him something of a masochist but is it really worth a lot of derision?

    Ultimately, this entire argument came about because Guy made an offhand comment about not relying on IO's to fill holes in sets and another poster jumped to the assumption that he meant that he NEVER uses IO's. Ignoring the fact that this is still a perfectly acceptable way to play the game (not using IO's) I have to agree with Guy that it is silly to jump from "I don't rely on IO's to fill in holes" to "I never use IO's". Is it really that important to 'zing' someone that you have to attack a poster for an offhand comment that really isn't even about the thread topic?

    I also think that if many people feel a set is unplayable without IO's they should be pushing the dev's to improve the set. Deriding someone for not being willing to add unique, expensive IO's to dark armor either means you are being an a** or you don't think the set is playable with SO's - in which case you need to take that to the dev's.
  25. Quote:
    Originally Posted by TalesofDawn View Post
    3. It might be the fact that I'm only level 14, but I'm having a big problem with keeping my endurance and fury metre up. I've read that the endurance problem is somewhat solved when I get stamina, but are there any tips that somebody could give me on how to keep my fury up?

    Thank you in advance for helping me figure out this great game. xD

    Make sure you are slotting your attacks with accuracy and end reduction first, then some recharge if you can spare it. Prior to L22 and SO's a brute really doesn't need to slot damage as fury will suppply all the damage boost you need. My standard slotting is 2 accuracy 1 end red DO in every attack, then in the longer recharge, higher end attacks I like to get a second end reduction and a recharge DO. Make sure you have at least one accuracy in brawl as well.

    Put off slotting up your defenses until just before L22 - you get so little effect from the def and resistance DO's that it is far better off focusing on your attacks first. One end reduction DO in each toggle is enough early on.

    With that slotting you will find that your end use goes way down. At this point you want to build fury with your fastest attacks + brawl and hold of on your big attacks until you have at least 50% fury (or close to it).