FireWyvern

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  1. The problem is that you're looking at fire/ice, and hoping to find an ST damage attack in ice....

    Fire/ have the best damage of all primary
    /ice pretty much have the worst damage of all secondary

    The reason someone would take /ice is for chilling embrace and higher.

    7 out of 9 primaries seems to benefit from the extra ST that nrg or elec would give.
    Mental, his ST attacks are for mitigation mostly.
    Ice, for mitigation.
    Devs..... not really much melee attack.
    Fire, his biggest point is the aoe attacks. two damage auras, burn, 2 aoe attacks and consume.

    So really, there's a lot of reason why to take melee attacks, just not much with fire. Just like you don't need all the survivability Dark Melee (siphon life and touch of fear) adds if you're a stone tanker. Not every sets need to benefit from the same thing.
  2. Well..... i took and use kick on my blapper cause i wanted to be almost 100% melee. =P
    And i get my -KB protection from the KB set. (a lot less costy then the procs, specialy when i made the character)

    But yeah, it's annoying to have to pick boxing/kick to start the pool on anything else. Never used it.
  3. It's true that Steadfast is a huge point for tough. It really helped me around lvl 30, when i got it.

    Tough was usefull while i leveled, but now that i'm at 50, it's seems a lot less essential since i have an epic shield. (force mastery) Definitively the less usefull of my toggles.

    But in a way, i mostly see "fighting" as weave + steadfast unless i really want the s/l resist. (one of my invuln, that's about all...) =P
  4. Quote:
    Originally Posted by Biospark View Post

    Tough slotted up could get you to 15%+ resist S/L, but...
    get IOs to bump your hps by 15% and you just gained 15% resist to ALL types (at zero endurance drain).

    That's not exactly true. +HP does not = directly +res.

    Without counting regen. If you have +100% HP, you now have the double of a normal character. So you'll last twice as long. That's the same as having 50% resistance.

    if you count the added regen for having +HP, i'm not sure exactly how much survivability it would give, but i'm sure it's less then the "50% of res" still needed.

    Also, you can't reach the 90%-95% mitigation with +HP, like with def or res.


    The other thing to remember is that +HP accolades doesn't cost anything in terms of power pick and slots. And for a blaster, you get close to the cap already. So it's better to focus on something else and just get +HP freely. =)
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Mercy really isn't that bad. I do dislike how the hospital is WAY back at the start. And how the contacts send you far too far. Really, I think the level range is a bit skewed. Mercy should be about level 1-12, not 1-8 (ish?) as it is now. Having some room to maneuver there would be nice. And more starting contacts would be much nicer.

    Hell, make Mercy AND Oakes starting Zones, and let Villains start in either one. That might make things a bit more interesting.
    Oh, i know Mercy isn't that bad. I like it a lot actually.Way better then trying to start blueside. But it's something i've heard a good number of times.
    Just like i keep hearing that SS is bad for GrandVille, but i don't see why. My first 50 had SS and i never had any problem there. If you want a truly horrible zone for SS, try the Shard. =P
  6. I just though of something. I've heard a lot of people say they hate Mercy Island and that's the big reason why they don't have many villains.

    But GR while give us preatoria for lvl 1 - 20. More then enough to skip entirely the mercy and port oakes. Maybe we'll be seeing a lot more villains without them having to do Mercy.
  7. FireWyvern

    Medic!

    Quote:
    Originally Posted by Fire_Minded View Post

    OMG!Someone finally said it!

    SOOO FREAKIN TRUE!

    Alot of us dont like to farm for endless hours to IO toons,and most of us "Cant",due to i dunno...work....jobs...and possibly a life outside the game?
    Without farming, you can easily make enough inf to get a lot of decent sets. The number of hours you play a week doesn't really matter, since the inf i make is mostly from 1 to 50. Sure i might not level that in one week like some people, but after a month or two, my brute will be 50 anyway, and it'll be pretty much all IOed.


    Just by doing the arcs, and each TF once, you'll easily have around 100 mil and almost 250 merits (enough to buy any one recipe).
  8. I'll bring hero ATs to redside. =D
    Once in a while, i feel like playing blueside, but 95% of the time, redside is way better IMO.

    I'm not sure people will all go to blueside. A lot of player seems to like especialy the team dynamics and very clearly defined "role" that each Hero AT seems to have. But once the Villain AT are there, a lot of team will probably learn to be more versatile in there gameplay. Add to that all the redside player, and it will be harder to get a "pure trinity" team like there's still a lot presently.

    As for the PvP zone... i don't really do it, but i'm pretty sure all-stalker will never happen. Everyone would get bored of a zone of invisible people that are waiting for each others to appear. =p
  9. Quote:
    Originally Posted by Gearford View Post
    I On my en/traps corr I was part of a team where this /stone brute was saying we should let him tank. Im not saying they cant, but we werent slowing down just to rub some guy's back a bit and play the game EQ/WoW style. I was trying to explain that in CoX, especially vil side, characters are a lot more self sufficent and there wouldnt be need of a dedicated tank for anything but the hardest of encounters, and that he might have better luck with pigeon holeing himself on blue side.

    So we get into an encounter with plenty of dragon enforcers (we were on a paper mish against tsoo) and... what are those guys... iron hands guys, along with other melee types. the brute decides to grab the rest of the room and leave the team, and my team starts to drop off. Im only like what, 16 or so which means im not exactly toting soft capped melee or s/l defense. Before you know it im the only one left, folowing my typical solution for squish which is to play the pve like its pvp, jumping around like a young grasshopper kung fu master slinging web grenades and caltrops all over the place while knocking [Censored] back with my laz0rzs of 1337. every corpse on the floor is like "you can do it!!!" and im making wakies and BFs as I kill trying to get people up before I jump into a set of trops that arent mine and get my [Censored] kicked because I loose speed and jump which is all thats keeping me alive. Eventually people start coming up and we get it all under control and I receive a tell from the team lead:
    "Maybe next time you will learn to appreciate the person keeping your *** alive" -[I forgot the brute's name]"

    my ego was so swollen that night...

    just to clarify, the leader sent me the tell he got from the brute.
    No need to feel bad about it. The brute was way too suseptible and actually went out of his way to get the team killed. He didn't prove that you guys needed him for the mission, just that you guys couldn't fight 3-4 full mobs, wich is never requiered in this game, except for the last mission of Barracuda SF. (with enemies way more easier then Tsoo at low levels)

    Keep making redside fighting quick. =D
  10. Quote:
    Originally Posted by Frogfather View Post

    A single -Kb IO isnt enough for what a brute does. So youd have to slot at least 2, and youd still get knocked around more than youd like.
    What kind of thing your brute does? Unless i'm fighting nemesis, one -KB IO is enough for 90% of the game in PvE.
  11. Quote:
    Originally Posted by Player99 View Post

    if you have enough rech to make a rather seamless chain, maximizing on defiance mind you, +dam is better.
    There's a huge difference between seamless chain and optimal chain.

    Using brawl and flares heavily for exemple, you'll have a seamless attack chain pretty much no matter what other powers you use. But it will do a hell lot less damage then if you chain flares-blaze-fire blast-blaze. Even if the +dam from defiance would be the same or higher for the first one (wich i doubt anyway).
  12. Quote:
    Originally Posted by ketch View Post
    It won't do what you expect it to do on teams, but it will often do things that you don't expect as well.

    I credit magicj with thinking outside the box. It's something I wish more people would do and it's something that I think would be more possible if we did have access to pools at level one.
    That. Far too many people just think someone is a bad or new player because he does something un-conventionnal. As soon as people have to adapt a tiny bit the way they fight, they'll complain. As long as it gives good results, i'll accept any weird build!
  13. Quote:
    Originally Posted by DrJackWolfe View Post
    I'd say Batman and Supes are the same security level. I don't believe Batman thinks it's fundamentally unfair that Superman can lift a planet and survive nukes?
    I believe they are far from the same power level. Wich can explain why they don't face the same enemies. (not a huge DC fan, but the same argument exists in Marvel, where i could explain it better. =P) If you check the Mutants and Masterminds( pen and paper RPG) forum, you'll see that most people put batman around power level 11 while superman goes as far as 20.



    Personnaly, it always annoyed me when X supergroup pretended to have stopped LR and his evil web plan or how someone can solo the entire FP all at once. I also always found hard to pretend that it's the first time you do the Cap au Diable SF, and don't know what you'll find.....when you've done it 5 times already while RPing.... specialy when it's with the same exact people you did it with.

    Nothing can be done about the game being too static, that's why i always tweek the story arcs i've really done ICly. Instead of being the generic 19865th villain to jump on Silver Mantis in a freakshow rave, i'll be the first who attacked her while she was on a mission against the skyraiders. =P
  14. FireWyvern

    New Archetypes?

    Mezz protection makes a really huge difference, at least with my playstyle.

    1) Mezz still negate your toggles, so you're easier to hit/take more damage.

    2)While mezzed, you can't use active mitigation (KB, stun, hold, sleep, etc)

    3) While mezzed, you normaly can't kill. Depending what i'm fighting, the reason i stay alive is because i can kill some of the enemies in the first 2 secondes of the battle.


    If my blapper (who have fighting and melee def from sets) did have mezz protection, it would be as tough as pretty much any normal(non-IOed) scrapper.
  15. Aura for weapons!

    And the ability to choose between -any- animation of the same time. the "right" aura would have to be added automatically, depending on the set. o_o
  16. FireWyvern

    New Archetypes?

    Quote:
    Originally Posted by Redd Rumm View Post
    would'nt a mele / buff toon be tooo squishy to play ? like a defender with no ranged attacks, or a pet- less mastermind ?
    Yes and no. What would be the worst is the lack of mezz protection. If it comes with the inherent, it shouldn't be too bad. A lot of the buff/debuff sets have means of protection.

    Granted, it would not be a new player-friendly AT and would only work well with IOs. But it would be fun.
  17. If they are all optimised, i'm pretty sure the tanker can be build to survive indefinitly.

    But for actually balance between offense/defence to have a chance at winning, it would be brute or scrapper. Depending if the enemy have aid-self or not:

    Scrapper have better burst, so he'd be the best if the other have aid-self.
    Brute have the best DPS (specialy thanks to gloom), so it would be better if the other doesn't have aid-self.

    If the character are made only for that fight club, defensive tanker that slotted with end-drain would probably always win, if the other doesn't have all the accolades/healing uniques for recovery. But it's would be a pretty crappy build outside of 1 vs 1 melee fighting, against sets without end tools.
  18. Quote:
    Originally Posted by Agonus View Post
    Between an Inv/Elec Tanker, Elec/Inv Scrapper, and Elec/Inv Brute, split into one on one fights.
    Tanker vs Scrapper
    Tanker vs Brute
    Brute vs Scrapper

    All things being equal, just using base powers and the exact same slotting and same attack chain as much as possible. Who would win the most straight up, just hitting each other back and forth, number of fights? Or at least get the most wins if you need to make a series of fights to deal with the Scrapper inherent. Looking to see who has the best overall numbers, pretty much.
    Pretty irrevelant if you force them to have the same exact build. If you want them to be optimized, you wouldn't slot them the same way.

    Since elec/ is lacking in ST damage, it might be that nobody will be able to kill anyone.

    Or the one who will win is the one who will drain the other first.
  19. First, it's kinda hard to really know your build the way you explained it. So's doesn't tell us what you slotted for and 3-4 of a set, doesn't give us the % for everything. (did you pick the 3 cheapest ios for the bonus or you have the 3 best?)

    Now, for the things i see.

    1) Don't slot KO Blow with KBs.... that's your best attack, you want the most dam/acc/rech possible (as well as some end)

    2)Unless you really need the set bonuses and can spare the slots, you shouldn't be 5-slotting Taunt.

    3)Resist Physical Damage, if you are using So, one is more then enough. Only give more slot if you really need the set bonuses. Steadfast +3% def is a good one for that.

    4) Resist Energies, resists elements, tough hide. Based on last point, i'm not sure if you really slotted them for the bonus or you made the same error as with Resist Physical Damage.

    5) Dull Pain should be 5 slotted, it's extremely good.

    6)You should probably take stamina too. I know i'd have a lot of endurance problems with that build.
  20. Thanks all for the answers and tricks. =) I'll check into that soon.
  21. Quote:
    Originally Posted by Wicked_Wendy View Post
    It all depends on the strategy you plan to use Fyre and as for IOs and Accolades the point I was making is take a 50 tank and a 50 level Brute .. neither has any IOs just SOs and neither has any accolades adding end, hp , etc to boost their effectiveness... The Tanker has more HP and a better taunt. Of course if someone spent 6 months farming Purples enhancement and was buffed to almost GODLIKE level they are going to be more effective than that same exact character that is only running with SOs.
    That's your personnal choice not to use IOs, or get accolades. Just doing your arcs untill 50, you'll get enough merits to buy 1-2 good IOs, more if you do TFs along the way. And you'll easily have 150-ish mils, without farming, just from killing enemies, selling recipes and salvages by the time you reach 50. Maybe you don't have IOs at 50, but i start to get them at 30, without any farmage.

    For the accolades, some are pretty easy to get. Just do all the mayhem and you get one. That's something you should be doing anyway, or at most, missing 1-2.
  22. Quote:
    Originally Posted by Wicked_Wendy View Post
    You're joking right? Please say you are joking. Brutes will never take the place of a "good" tanker ask anyone that has done the LGTF or ITF and a BRUTE is a secopndary choice is they can't find a Tank. Tanker just have a lot better taunt and with the best HP in game, without IO enhnacement and Accolades boosts, Tanks will always have a place in the game
    I've done LGTF and ITF, and brute is never a second choice that i'll only look into if tankers arent there. When the brute can solo the 3 firsts missions alone, i much prefer to have him and his damage then the overkill protection of a tanker. So it's totally not true that everyone prefer tankers over brutes.

    As for the "without IO enhnacement and Accolades boosts" that's pretty irrevelant because there is brutes and tankers with them. Picking a non-IOed tanker over an IOed brute because that brute would be less tough without them..... that's like picking a lvl 3 fire blaster over a lvl 50 elec, because if it wasn't for the level, elec would do less damage. =P
  23. Quote:
    Originally Posted by JeNeSaisQuoi View Post
    What sets is your new Scrapper going to have?

    Because Claws/Willpower for instance would be much easier to manage endurance-wise than say, Dual Blades/Dark Armor.
    Katana, and possibly DB are the two i plan on using in the near futur. Also, it's mostly for ST, since fighting large groups will give me insps and have pause to reach the next mob.
  24. How much do you usually aim for in net endurance gain/secondes ( your recovery minus your end/s from toggles ) to be indefinitly substainnable in your attack chain? (as well as normal things to use, like clicky from your secondary)

    On my SS brute, i aimed for 3end/s, but that still wasn't enough. On the other hand, my WM have less and take a lot longer to lose her endurance, so i'm guessing most sets would need a lot less then 3 end/s?

    I'm trying to figure out what i should aim for with my new scrapper. (and it will help decide what secondary)
  25. Quote:
    Originally Posted by KingSnake View Post
    People who are serious about tanking for a team, will still pick the tanker at IMO. It's the best at what it does, and can function effectly without buffs, where the brute generally can't. A brute can tank if conditions are right, but people who are serious about tanking want something that can stand up when the crap hits the fan, as it were, and will stick with what works the best.
    When things hits the fan and half or more of the team is dead, brutes will usually handle themselves better than a tanker, and have more chance of finishing the AV.

    For exemple, in an all-brute LRSF, we got Numina to about 5%....when everyone started to die. With unstoppable and a few insps, i was able to stay alive long enough to finish her (took about a minute), making the next shot a lot easier, without numina to buff the Heroes. If it was a tanker, i'm 99% sure that he couldn't have done the DPS to overcome her regen, solo.

    As for brutes being less survivable, as soon as you bring a little support or insprations, they are pretty much the same (same cap =P). And if you don't even have support or insps, you really don't need that much survivability, unless you're doing something you shouldn't.