FireWyvern

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  1. FireWyvern

    Hello Scrappers

    Thanks Nihilii and Werner, it will be very usefull. =)

    (Was particularily interested in seeing how close to dying you get and how often.)
  2. Quote:
    Originally Posted by EvilRyu View Post

    Willpower:
    The one misconception I see alot of is folks saying WP cant take alpha strikes but thats just a lie and they are doing it wrong.

    Funny that you say that, but then mention two very good sets (fire and invuln), saying they are a waste of time.
    Maybe you're doing it wrong.

    (Can't comment on dark, elec and nrg, didn't play them high enough yet)
  3. FireWyvern

    Hello Scrappers

    Anyone have a video of soloing 2+ AVs? I'd be curious to see how the fight goes and how long it take.
  4. FireWyvern

    Claws/Fiery Aura

    I didn't try this particular combo, but i've tried DM/fire scrapper. /fire can easily become a very good set. In fact, i rarely need to use healing flames, but siphon life really helps for that. Claws' KB might be as much mitigation as siphon life, so you might be okay.

    I went for the fighting pool and 6 slotted both shields and tough with titanium coating. Add CJ, a few touch of death or other +melee def sets, and you're pretty tough.

    It's true that /fire can be very click heavy though. =/
  5. Quote:
    Originally Posted by Windenergy21 View Post
    Oh my GOODNESS did i ever miss a decimal point there. Tiny little bugger!!!

    Edit: Though the rest of my post still goes. Don't forget about level multipliers and to hit buffs when calculating. But still the DDR in SR is good.
    True, though i rarely see it since i stay with +0/+1. =P

    A good way to avoid that is to get a little over 45%. If you have 47%, you'll be able to take a 40% debuff without any difference.
  6. Quote:
    Originally Posted by Windenergy21 View Post
    Um, how do you figure a 7.5% defense debuff is ony 3.75% BEFORE debuff resistance kicks in?
    He said 0,375% not 3,75%. That was AFTER debuff resistance.

    7,5% X 0,05 = 0,375%

    =P
  7. Quote:
    Originally Posted by taekoUSA View Post
    Electric does have a Heal and Endurance drain resistances, but leaves you vulnerable to psi. I went with Electirc instead of WP for my brute. I find the heal and endurance factors + Damage aura outweighs the Psi hole.
    40% resist to psy damage as well as -rech resistance isn't what i'd call vulnerable. It's one of the best set to have if you plan on fighting psy enemies. (especially considering a lot of psy foes also have energy attacks)
  8. Quote:
    Originally Posted by Nihilii View Post
    SS' ST DPS is average at best even before factoring resistances, unless you add Gloom. Now Gloom is certainly a valid option, especially as SS gets more out of it than any other primary thanks to Rage, but that's a very specific SS build that locks you out of the other PPP options.
    Mu Lightning is also good, specialy with rage. So half the PPP gives good ST. Mako sacrifice ST, but it's apparently a aoe monster with all the cones. BlackScorpion.... pretty much always suck.

    SS single target damage isn't average, specialy not while you level. It gets it's big hitter very early and rage helps a lot untill you start slotting correctly.

    About the resistance? Meh, half the sets are s/l, nothing new there.
  9. Quote:
    Originally Posted by magikwand View Post
    Too bad, however, that is the only thing going for it. It may be a fancy trick, but SS has always come off has a one trick pony.
    SS a one trick pony? You're kidding right.

    It has great ST DPS, thanks to KO and rage.
    It offers extremely good mitigation with all the kb, ku, kd.
    You have a nice hold in KO.
    You get insane +to-hit.

    Personally, it's certainly not for rage+footstomp i play my SS brute. It is very nice, but there's even better thing about it.
  10. /JRanger

    KB isn't "just harmful". There's no need to nerf something extremely usefull because SOME people can't be bothered to learn to use it.

    Or we could do everything fallowing your logic.

    1) Some tankers like to use taunt to "herd" 2-3 mobs, and end up dying, causing a team wipe cause the rest of the team is in over there head. Let's remove taunt(power and effects) from this game.

    2) Ranged attacks make it easy to do an "oups." (when you hit tab+ your attack then realize you targetted someone in another mob, aggroing them.) That can cause teamwipe. Let's remove all range attack from this game.

    3)People under Super Speed or Speed Boost sometimes overshot and run throuh 1-2 mobs, aggroing them. Let's lower the speed cap, a lot.

    4) Mezz makes it hard for brute to build fury. They also make healing useless because the enemies can't hurt anyone. Let's remove mezz from the game.

    5) Sometimes, team wipes because they splitted. Whenever you go 100 fts away from the leader, you should automatically be teleported near him.

    6) PvP is harmfull because it makes them nerf PvE. No more PvP!

    7) PvE is harmfull because it makes then nerf PvP. no more PvE!


    Fallow those 7 steps and CoH will be totally awesome! ( hint: this post containt sarcasm *winks*)
  11. Quote:
    Originally Posted by Ultimo_ View Post
    Usually, I build any character I make with an eye toward survivability. To that end, both the Scrapper and Defender have the Fighting Pool and Manuevers, and the Scrapper has Combat Jumping to boot. Their problem is usually endurance, but each has proven to be remarkably survivable. I'll admit, the Defender accomplishes this by use of PFF, but the Scrapper doesn't need to.
    The Scrapper I was teamed with didn't tell me his build orif he was IOed, so that could be part of it. Either way, it was just that that experience started me wondering.

    The point I'm trying to get at is that Resistance builds seem to me to be somewhat disadvantaged in that they're getting HIT. As I say, a foe that can't hit you can't affect you with non-damage effects.

    As another example, I made an AE mission in which the enemy was a custom villain with dark powers. Among them is a self-heal that has to hit its target (I don't recall the name). My Invulnerability tank was entirely unable to defeat this character as it would heal itself constantly. As soon as it couldn't hit me (I used purple insps), he was a pushover.

    In this regard, Defense is VASTLY superior to Resistance. By the time you get to higher level and you're into the realm of the Defense Soft Cap, you're more invulnerable than an invulnerable character.

    I mean, Lord Recluse does so much damage that he can defeat a Resistance tanker without breaking a sweat, whereas a Defense Tanker would last much longer because Recluse would be unable to hit him.


    I don't know, maybe I'm seeing a problem that isn't there, but it sure seems there's something going on that should be looked at.
    PFF doesn't count. Or i could pretend a blaster with hibernate is tougher then a granite tanker.

    Defence is superior to resistance. That's why 1% def = 2% res. The big problem is that +def is way easier to get via IO and for some reason, the def insps gives X2 what the resistance gives.

    Outside of that, it mainly depends on your preference. Def doesn't suffer from debuff, but you're slave to luck. Going in a fight, you never know if the enemies will get 2-3 lucky hits, killing you instantly. You can theorycally play for one hour, never getting hit, then get hit every single time for the next hour. (highly improbable)
    Res gives you stability. If X enemy can kill you in 45 secondes, chance are that it will always take 40-50 secondes. If you know you can resist something, you're sure you won't die.


    As for dark powers, yes it works well against res. But same goes for other sets. Mind cuts through position defence build like if it was nothing. rad infection will make regen cry, etc.
    It's just a rock paper game.

    As for Lord Recluse, i really hope you aren't talking about the STF one. Cause he have so much to-hit, that he can't hit me 95% of the time, when i have 60%-70% def to all.
    If you,re talking the normal LR, i've had much more facility using res character to beat him then def ones.
  12. I'll bite and answer once again!

    Shield scrapper and FF defender that are more survivable then a Tanker, that have access to Unstoppable? Are you comparing IOed character to an invuln who's not IOed? Do they have the fighting pool and not your tanker?

    Not to be mean, but there's no way those two character can surpass an invuln tanker at survivability, unless you've build them baddly. Or focused the scrapper/defender on defence while focusing for something else on your tanker.

    The scrapper who was better against the EB, was he IOed? Did he use more insps then you? Anyway, i can make a blapper that can stand EB damage, in melee. A lot of things can outlast tankers, if build for it compared to a non-IOed invuln.

    I could make builds for you, but they are never good enouh, so hope that "helped" enough. =P
  13. FireWyvern

    An Idea

    I'm not sure about you, but i'd avoid just making pairs. You'll often end resisting enemies that resist you.... and taking a lot of damage from the enemies you can hit the hardest.

    exemple: Fire/fire will be unkillable the fire enemies....but it will take a lot longer to kill them. Against ice on the other hand, you'll kill them quickly... but it will be really dangerous for you. (less resisted damage type and -rech)

    What i prefer is to have different pairing. Like DM/invuln for exemple. Against s/l they won't hurt you much and they probably won't resist you much. Of course, against ghosts, they'll hit you hard and you'll take a lot of time to kill them.

    So it mostly depends on if you prefer to always be average or if you want to have really high peak against some, but kryptonite that's very challenging for you. Me, i prefer to have my godlike moment, even if they come at a price. =)
  14. Quote:
    Originally Posted by Vydian01 View Post
    One interesting thing about /SR, and this has been brought up before in other forums, is the concept of "too much survivability". Now, staying alive is the goal, but at what point is your mitigation way more than you actually need, and what you give up for it.

    /SR is the poster child of softcapped defense and comes packed with extreme DDR as well. There are VERY few mobs in the game that can send you into cascading failure with /SR. Defense through IOs is much more prone to this, but is still very survivable.

    The downside is that for a huge portion of the game, your defense is overkill. The DM/SR combo does exactly that. DM increases the Defense factor even more and packs the heal SR lacks. But if you can already survive with SR WITHOUT a heal and DM's -tohit, then what are you really picking up? My Claws/SR scrapper sure doesn't need "more" mitigation than she already has.

    The other thing to keep in mind is that Brutes live for damage. Their cap is incredibly high (like 850%) and they have Fury. Due to this, Brutes get a lot more mileage out of defense sets that improve offense, just look at /SD brutes.

    After playing with /SR and realizing how Brutes worked with damage, I rolled DM/FA and scrapped my DM/SR. I wanted to gain the benefits of a high damage secondary while still retaining good survivability. Now, I can't just hop in a group of 50 enemies and laugh like SR, but I can still stand up fairly well using LoS tactics and playing smarter. On top of all that, I get more benefit out of team mitigation buffs than SR would. My resists are far from the cap (cept Fire) and I have negligible defense. Thus getting those sonic/cold/therm/etc buffs help me quite a bit.

    Anyway, the short of it is, there IS such a thing as too much mitigation, but for Brutes there isn't such a thing as too much damage.
    There is such a thing as too much mitigation.... but as long as you can't survive 8 lvl 54 Heroes most of the time, without dying and without insps, you haven't reached it. =P (*hint* LRSF's last mission solo)

    At the very least, if you still can't solo an AV without insps, you aren't tough enough yet. And /SR certainly isn't without some kind of heal, unless you're really lucky.

    Even for brutes, there is such a thing as too much damage. Once you've reached the cap of 850%, anything more is worthless.

    Survivability doesn't really have a cap, cause you'd have to hit the max for regen, health, resistance and defence before you can't get any more survivability. And there would always be heals for the sets that have it. =P
  15. What's your goal with this build? PvE, PvP, farming, tanking, fighting multiple enemies, fighting one big enemie (AV), etc?
    That will make a huge difference in what kind of sets you'll aim for.

    For an IO build, it kinda have to be made especialy for it. Sometimes you'll sacrifice a bit on one power to get a better bonus from another.
  16. Some badges also unlock costume pieces or new weapon costumizations.
    And there's a few emotes that are unlocked via badges.
  17. Quote:
    Originally Posted by macskull View Post
    Thing about Dual Blades is its reliance on the combo system to achieve the best effectiveness and in some scenarios that doesn't always happen.

    Little nit-pick. The best ST attack chain for DB use none of the combos. =P


    Back to the topic. WOW, a power set that can change damage type. That'll be even better then WP in the "bad against none" categorie.
  18. Quote:
    Originally Posted by LostHalo View Post
    Your experience is relegated solely to bad Tanks then.
    Funny, but it seems that the more experienced the tank is, the worst it is. Care to explain me how having a really good herding tank would make it better for me?
  19. Quote:
    Originally Posted by Miyabi View Post
    EM/ElA melee defense build reporting in

    I solo banners until more people show up to pack on the damage.

    I'm only sitting at ~35% melee defense. Between Energize, PSink, and middling defense, I'm very, very difficult to bring down. I gave up nothing for it as well, which was nice.
    My blapper also solo banners. =P



    I'm not sure if you should aim for def or not, i haven't played my /elec past 35 yet. But if you do, i highly suggest going for melee def instead of s/l. You can easily get bonuses with titanium coating and touch of death in your weaker attacks.

    Also, you don't absolutly need to soft cap to make it worth it. My scrapper have around 30% and it makes a huge difference. Even if you can only get to 15-20% without sacrificing anything, it will be worth it. (except in cim =P)
  20. Quote:
    Originally Posted by Wicked_Wendy View Post
    IThere is nothing wrong with Empathy the problem is a bunch of bad players using it. I play with, In My Opinion, on of the best herding Tankers in the game.... you don't see too many of those these days either becuase far too many players don't want to take the time to learn to actually PLAY thier character.


    In my experience, using the herding methode almsot always ensure that nobody except the tank really plays. Scrappers will get bored to death and go solo elsewhere. Controllers will feel useless cause none of there mezz is requiered. The defender wil only use 1-2 of his buff, not needing any other mitigation or attacks. The blasters will only fire there 2-3 aoe, skipping entirely everything else they have. 100% safety means 100% boring for me.

    Soloing CoT, malta and carnies doesn't really have to do with the "empathy suck or don't" discussion. Most people will argue about teaming and what empathy provide. Anyway, any AT can solo pretty much anything. (except EB/AV)

    I aggree that empathy doesn't suck. Saddly, your post is filled with personnal opinions that seems the be the "one and only way to play" according to you. If skipping one power makes a player bad for you, then you're not able to adapt enough and you can't play without the cookiecutter build.
  21. FireWyvern

    So...DB...

    Quote:
    Originally Posted by Deft_Bow View Post
    Looking at pages upon pages of threads I see no mention of Dual Blades in any capacity. Is it really that bad of a set? I've actually been planning on doing a grinding challenge of DB/EA. It's going to be...interesting. Before I did that though I wanted to ask around about how it's been since the hype died down. People still soloing AVs with it? Does it suck end bad? Why does no one use Empower in their late-game builds? How do you type with boxing gloves on?
    People probably solo AVs with it, but it's not the best set for it. (specialy when you factor in lethal damage) Pretty much any primary can solo at least a few AVs, specialy if you use insp.
    The guy you're talking about is Shredding Monkey, who soloed 20+ AVs, i think without insps. He did have a min-maxed (secret)build with insane recharge.

    I don't think it sucks end any worst then most of brute's primary, but i haven't played one that long.

    People don't use empower because it's a waste of time for a very small buff, specialy on brutes. I don't remember the number but i know it wasn't worth it when i calculated. Actually, the best DB single target attack chain don't use any combo. You just single the 2-3 best attacks.

    I wouldn't worry about seeing no threads about it. It mostly goes and leaves, like every other sets. For older sets, people usually just ask question when there's a very specific one, or for extreme farming/TF/PVP build.


    (P.S. DB/EA is probably one of the worst combo possible =P)
  22. SaintNicster, yeah i checked the wikia. But it doesn't make sense. I won all my match and i never got to the second run. My friend didn't get on the 2nd round when he won, but he did when he lost.

    Thanks for the tricks Master-Blade, we'll try all that tonight. =)
  23. You have to win a Swiss Draw tournament to get it... and i tried last night with a bunch of friends. But none of us could figure out how it works. It seems to randomly determinate who gets to the next round, because it was often the one who lost who continued to the next round...

    So anyone know exactly how it works? And if there's thing that you must not do?
  24. There wasn't much people, but eventually we are able to call some friends. It went nicely and we all have the badge now. =D
  25. There wasn't any answer because... any/any brute will be good and more then fine enough to duo with a dom or solo.

    Defensive sets then to start being good only later, when you start having SO and IOs.
    If you have problems, you should check the general brute guides and those about the sets you've picked.

    Unless you have a very specific goal (best survivability, best ST, best aoe, best mitigation,teaming, soloing, AV, etc) you won't get much answers, because anything will do.