Frosticus

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  1. Nice, I'll give this a try. Thanks guys.
  2. Quote:
    Originally Posted by UnSub View Post
    I'll let you in on a little secret: there are a lot of people who don't like CoH/V. They tried it, they played it, they got sick of the lvl grind and / or constantly seeing the same maps in their instanced missions. Some players hate that CoH/V is so instance dependent; others hate the lack of visible loot, or the lack of an endgame they consider worthwhile. EQ / DAOC players of the time felt that CoH/V was too light and breezy, that it lacked substance.

    And so on.

    The reason that CoH/V needs a remake (or: a huge expansion with new graphics that probably see it unplayable for those with low-end systems and a host of new game experiences) is that it is now six years old. It's done a good job in keeping up, but it probably isn't attracting huge numbers of new players to it, especially in a sub-genre that is seeing some direct competition and also while the overall number of MMOs continue to grow and grow. For instance, take APB. Look at the customisation available in that. In terms of being able to layout how your character looks, APB leaves CoH/V far behind.

    I fully think that CoH/V could coast along for years more doing what it is doing now. But that isn't going to see it grow and without growth NCsoft won't keep substantial resources dedicated to it. As I've said elsewhere, either Going Rogue is going to be the most impressive expansion ever or Paragon is going to announce a new title... or things aren't going to keep running smoothly.
    yep. I'll tell you, outside of this game, the impression of CoX is not favorable. And quite frankly I have a hard time even beginning to say the reputation this game has garnered is unwarranted. All of the major critical points brought up are apt. I have still enjoyed it for a long time, but I can totally understand why pretty much everyone else doesn't.

    If they ever do a remake of this game I hope they increase the commonly drawn tileset to more than 5
  3. Quote:
    Originally Posted by Nethergoat View Post
    hero side, what's the point? Safeguards are dud content, the second I get my temp power I'm outta there.

    villain side, heck yes I do the side missions! They punctuate my rampage of destruction through Paragon City quite nicely.
    This. Mayhems are about the only place in the game you really feel villainous cause you can break stuff heh. The sides are also important for FON accolade.
  4. what colors are you picking to make it as transparent as possible? I've manage to get it fairly clear, but... still bothers me.
  5. Quote:
    Originally Posted by UberGuy View Post
    If they made RotP act like some sort of Strength of Will clone when you weren't dead, I'd be pretty satisfied with FA. (I'd take an Unstoppable/Elude clone too, but hey.)
    I'd like it if you could click rotp while alive or dead. I'd be happy if all it did was the aoe damage (maybe the stun too ) if used while alive. It does massive damage and if you could use it while alive you could buff that damage with bu/fe.

    I mean if 200 base damage on a 90 sec timer is ok with the devs than 333 base damage on a 300 sec timer shouldn't even cause a second thought.

    Give me a 1300+ damage nuke on fire usable every ~100 seconds (on a decent build) and we'll have some parity between the offensive capabilities of fire armor and shields.

    As it stands right now I'm planning a macro to shut off my armors so I can suicide and then blow them all up with rotp, but because I'll be dead and can't self buff it will still do less damage than Shield Charge, recharge way slower, and require defeat.
  6. Quote:
    Originally Posted by Windenergy21 View Post
    Shield is one of the worst survival secondaries available to a scrapper. Its only viable when you add IOs to it. It's not a vacuum to say that it has a 90 second recharge, it DOES. I would take a pbaoe damage aura over it any day of the week. But i'll make do with it as long as it has enough damage.

    And pbaoe damage aura's outdamage shield charge by FAR. Not all in one shot, but every mob, every enemy, all the time.

    Everyone also seems to forget, that the set has AAO to boost shield charge. Take that out of the equation and it starts to detriment what shield charge is doing. If you could have a damage aura constantly being boosted by AAO, the difference would be quite noticeable. Its part of the only reason i'll only EVER play super strength with a defense set that has one. Perma rage + damage aura is a thing of BEAUTY.
    The bolded part just isn't true. Well it is true before SO's, but that's about it.
    SO's
    Blazing aura (best damage aura for scraps)
    13.8/2 = 6.9 dps base
    add 95% SO's and 47.47 sec cycle on bu
    =95%+(.21*100%)
    =6.9*2.16
    =14.9 dps

    Shield charge
    200/47.87
    =4.18 dps base
    add 95% SO's, 100% bu, 81% AAO
    =4.18*3.76
    =15.72 dps

    with 3 targets in AAO
    =13.72 dps

    With just SO enhances Shield Charge is already better than the best damage aura and that isn't even factoring in that it has a much larger aoe, which in practice is a very large factor, I mean 20ft radius vs 8ft...

    Hopefully everyone is aware that +rech will continue to benefit SC immensely, but do almost nothing for the damage aura (aside from bring the uptime of BU a bit higher).

    ie 50% global rech and hasten on top of the above scenario
    200/30.29 = 6.6 base dps
    6.6 * 3.76
    =24.83 dps

    Blazing aura
    6.9 base dps
    .95+29.89 sec cycle on BU
    .95+.335
    6.9*2.28
    =15.76 dps

    Even adding in FE to the higher recharge scenario only brings it up to 18.73 dps which is still well below shield charge.

    Heck, replace BU with perma double follow up and FE you are still only at 21.6 dps for blazing aura.

    I can't think of many scenarios where the steady damage is better than the massive aoe burst damage of SC, and certainly not once you factor in the huge aoe, kd, and teleport.

    Shield Charge, while a heck of a lot of fun, is ridiculous on scrappers with the new base damage.
    Like seriously /fire armor is a joke compared to the offensive output of shields. Ya ya, burn and the handful of builds that can leverage it well is just great, but is it as good as AAO fueled attacks overall? I say no.
  7. Quote:
    Originally Posted by NeonPower View Post
    Put Simply, i need a secondry to put with claws to make myself a 'mini gun' scrapper getting as many damage bonuses from IO sets in as possible.

    What do you all think is the best option???
    double followup + blazing aura is very good. FE gives you some upfront burst for bosses or if you just want things to dissapear with spin spam.

    Fire is a bit squishy, so change your request to scrapper glass cannon and you'll be set
  8. If you find yourself needing FF +rech proc in more than just fissure (maybe tremor) on a decent build then you are doing something wrong.
  9. ss/fire or clawzasorus/fire. Take a look at spin to see why claws. Ya the aoe isn't huge, but the base damage is huge and the rech is low.

    Ss/fire because simply put footstomp is that good.

    /fire cause damage aura with kin > shield charge by a large margin. Now if they decide that brute shield charge should ever get a higher damage cap than 400% that might change.

    If groups are tight enough to use burn nothing will touch clawz/fire in that scenario. If groups are a bit more spread then footstomp is so good it will spoil you for aoes forever.
  10. I'd probably never skip glue arrow. TA is a very fun set (or at least for trollers it is as I've enjoyed my earth/ta and my ill/ta a fair amount), but lets be honest, the mitigation it offers is trivial. Things running slowly shoot at you less than things that are rooted, especially once you add in oilslick with high avoidance they barely attack at all. But if you root them they just pew pew you right to death through that crappy -15% damage or w/e PGA offers heh.

    Not to be discouraging, but I don't see a lot of reason to play arch/ta corr over ta/arch def and I'm usually of the opinion that the corr version is always better.

    Ya we know TA is fine, but it is seriously so weak for non-defenders that unless you have a controller primary or an army of MM pets it is just kinda sad. Don't get me wrong it is a fun set as mentioned earlier, but weak. That and the fact that corr Rain of Arrows is like 3 damage more than the defender version (so does less damage once debuffs and aim are factored in) is just...lame.

    For me at least, RoA is the set and you can get more damage out of the defender version (quite a bit more in fact).

    I dunno, sorry if I'm raining on your parade, I was looking forward to both arch and TA for corrs and it is almost as disappointing as /earth assault for doms.
  11. Ice is a great set, just wish it had a no vfx option... as the armors are fugly.

    well, CE and Hoarfrost look great. And EA is about as blocky as is tolerable. Iceshield, wetice, and glacial armor are just ugly.
  12. Quote:
    Originally Posted by perwira View Post
    (*chuckle*) Ah, a PT. And I was beginning to think it was a "Pretty Good Time".
    With 1000% -regen, easily perma on a solid build it does make for a "pretty good time"
  13. Quote:
    Originally Posted by Jade_Dragon View Post
    I don't think you understood. Fury does effect psuedo-pets. The devs fixed that some time ago. So the problem now is that Fury is capped at 400% on psuedo-pets, instead of what it is supposed to be. (850%?) What I was saying is that getting about half of your Fury is better than getting none at all.

    Also note that previous to this change, Tankers and Scrappers were doing Brute damage with Shield Charge WITHOUT the Fury bonus. So likely the reason you don't see Scrappers going around LR/SCing through groups is because the damage was minimal compared to a Brute with full Fury. Now that they do considerably more (~50% more?) you may actually see some of those LR/SCes through a spawn that way.
    your math skills betray you. Also you didn't see scrappers and tanks L-rodding through groups because they didn't have the power and they were SC'ing through groups just fine albeit not with the same intensity as an elec/shield brute because again no L-rod blueside.

    Old Scrapper
    (1.95+.81+1)*133
    3.76*133
    500

    ~approx 32 damage away from SC cap

    In fact because SC and BU are on the same timer, fury is largely wasted on a brute that uses AAO. Observe.

    Brute
    (1.95+.65+.8)*133
    3.4*133
    452

    So a brute needs 30 fury to cap out SC, ya 30. What is nice on a brute is not needing to saturate AAO or even use BU (though you usually do anyway to make sure it hits everything) as sometimes it is nice to just rip off a full power SC from range.

    The same scrapper will now to 752 damage with SC.

    A much better case can be made for L-rod in that fury helps it perform much closer to the new scrapper version (other than on an elec/shield of course), but I think that is why the L-rod changes were welcome and the SC changes are causing some raised eyebrows.
  14. I like to think my bright pink hurricane hypnotizes people and stops them in their tracks long enough for me to get to them.

    Ya customization isn't exactly newb friendly in pvp what with the ability to color things so they are almost invisible in some settings (ie black caltrops on a dark surface). But I dunno, of all the anti-newb things added over the last few issues I think colors rank pretty low. (It's funny because those things added were supposed to be newb friendly).

    Everything still retains the original icons on your bar. Ya it used to be nice to suddenly glow bright green in the middle of a big battle of EF/RI was on you, but what are you gonna do?

    A now customization option has been requested in other places as well, but personally I'd rather they just move on to making the rest of the powers customizable and then move on from the project entirely. I dread the thought of colors becoming another massive money pit like AE did. Do it right, do it quickly, and move on to the next project.

    Look at it another way: if they make a customization off feature is it going to attract any new pvp'ers? They weren't coming before customization and they aren't coming after. Maybe a percentage of the incoming trickle is being driven off by colors, but maybe not.
  15. Quote:
    Originally Posted by North_Woods View Post
    According to some patch notes on test, shield charge is now going to be affected by damage multipliers that give it a small damage boost on tanks and a large damage boost on scrappers.

    Now that the damage gap is even farther apart between a shield tanker vs. a shield scrapper, why would you ever make a shield/elec tank over an elec/shield scrapper? Also, I'm pretty sure its possible to softcap a shield scrapper with just a little more work than it would take to softcap a tanker. So aside from the HP difference, the scrapper is going to have the same survivability as the tank right?


    This is not a troll for tank lovers. I honestly want to make a tanker, but its hard when the damage potential an elec/shield scrapper has is staring me in the face.
    Convince on why I should not reroll my level 15 shield/elec tanker into an elec/shield scrapper.
    If you want to invest less into the toon I'd go with the tank. It is very easy to get up and over 40% def on tank shields.

    If you are going to dump a lot of inf into the toon then I'd go with the scrapper. It will be survivable enough to handle pretty much anything the game throws at you.

    The tank has a clear advantage in terms of team support and don't kid yourself the damage on SC and L-rod is still astounding...especially for a tank.

    That said an elec/shield scrapper can easily play the "dead enemies = mitigation" game. Possibly easier than any other toon out there. The damage on L-rod and SC for scrappers is so high that each one becomes a "remove all minions" button. Put together they become a "remove everything, but bosses" button.

    You could say you don't really need the extra team support the tank version offers because the scrapper can instantly thin the group by ~70%.

    but ya, if you have inf I would go with the scrapper myself. If you plan expensive builds, but never actually realize them, I'd go with the tank.
  16. Frosticus

    No Active Pets?

    The new pet system seems bugged to heck and back. If I'm just planning on traveling to the next mission I'll leave them out. Often they will not be under my command until I zone into the next door.

    At this point sometimes I'll need to reapply upgrade(s), sometimes not.

    If I plan on doing anything involving combat between missions I dismiss before I zone and resummon just like the old days.

    It is a great idea for pets to stay out, I just wish it actually worked reasonably well.

    *of note I haven't had this issue with any of my troller pets yet.
  17. Quote:
    Originally Posted by Player99 View Post
    well, as I stated earlier, a fire/elec/munitions blaster can reach 310+ dps

    but thats without factoring Procs...and averaging the fire/ portion's extra DoT...

    the only issue i think would be survival
    310 < 360

    ~300 with no regard for survivability isn't just the realm of a fire/elec blaster.

    Not to move the goal post, but you probably want a healthy overage of dps cause just matching the regen means a heck of a long fight.
  18. I heartily approve of the OP's message.

    Every female toon I've made in this game would cause a traffic pile up just crossing the street. I know a major factor in why I haven't gotten into playing MM's is because every one ends up looking the same (ie my thugs MM with pets out looks the same as your thungs MM with pets out).

    So I definitely support pet customization. I also play video games for enjoyment and part of why I play a lot of female toons is because I like looking at them more than I like looking at dudes. The dude toons I play are usually robotic and awesome, or crazy mutant/demons and awesomely unlike anything in real life.

    So for me female henchies that can be made to look as good as my female toons would be a huge yes vote from me.
  19. Frosticus

    First ever!!!!

    Quote:
    Originally Posted by TRTerror View Post
    RIP Zappy McCloud after his talk with Castle he was never the same .
    LS needed to go to grief counseling after Castle had his way with it. I heard that Elliot Stabler and Olivia Benson were looking to question him about exactly what he did.
  20. Frosticus

    First ever!!!!

    Quote:
    Originally Posted by Local_Man View Post
    I haven't done it myself, but I have seen reports that an Ill/Storm can solo a GM . . . the damage from Tornado pretty much offsets the Regen.
    I wish, but its not even close, even with perma double nado.

    My old fire/storm build was going to end up in the mid 300's in an ideal situation (about 350 ish) and that toon is far above what an ill/storm can do. LS nerf absolutely gutted the project though considering double LS contributed over 1/3rd of the dps.

    Perma double nado (which is not realistic at all, more like 1.5 nados perma)
    = 407*1.95*2 (nado is auto hit so no need to reduce the hit chance)
    =1587.7 damage over ~31.32 seconds
    =50.69dps x -res (say 56% -res, which iirc is about what you'd get on a high rech storm with achiles)
    =79.08 dps

    I never got around to proc'ing my nado as the LS nerf hit mid project and I abondoned it, but I've heard mixed reviews. Some say it only procs at the start, but if it procs at 0, 10, 20, and 30 that would be 8 proc chances for double nado and you can put 3 procs in it. So 24 procs in ~31.32 seconds.

    =344.64 additional dam / 31.32
    =11 dps x -res
    =17.17dps

    total of 96.25

    So not enough to overcome the regen of an AV and no where near that of an GM. bare in mind that is for double nado which requires +300% recharge, so very unlikely.

    Now double perma LS proc'd out and machine gun firing back in the day was a sight to behold in the rare situations you could leverage it (basically only in tough encounters).. I barely cast the dam power now though

    I have no doubt a decent ill/storm can tear apart an AV as I've seen a mind/storm do it. A bit of an issue pops up when LS and nado make them flee all over the place and you have no way to stop it, but maybe the taunt of Phantom Army greatly reduces that. The mind/storm I saw was a game of pin the tail on the donkey for how much chase was required. But a GM is a whole different issue.
  21. Quote:
    Originally Posted by Thirty_Seven View Post
    Though I have no data to quibble this point, any time I see a statement this difinitive and unequivocal... I wonder as to its accuracy.

    I guarantee (well, almost) that most anything that is possible in this game has been done by someone, it may just have never been talked about or published. After all, the Devs also play this game, and they have access to more information than anyone.
    My "I don't believe" sees your "unequivocal" and raises it a "burden of proof is on you"

    Somebody posted an amazing just over 300 dps dm/shield AV take down a couple months ago and fire/shields can pull in the pretty high 200's. However, I just don't see some secret formula that those people are missing that would unlock and additional 20%+ performance increase necessary to even begin thinking about the task. These guys are milking everything for an extra couple dps, if there was a way to unlock 60-100 more dps on these builds I'm confident it would be found considering how adamant the scrapper community is when it comes to minmax.

    I've paper built a fire/fire scrap that broke 300 dps, but would likely never have the survivability to tango with a GM and probably only the weakest AV's.

    With the dom changes I looked at a fire/fire/scorp dom that could pull about 330 dps with all pets out, but how would it ever keep the pets alive, or itself alive for that matter?

    Pre LS nerf I think my fire/storm troller had a shot at it...if everything went perfectly, but now it sits at about 300 dps as well (in ideal situations).

    Actually I think that maybe a fire/traps/fire troller (big maybe as I haven't looked at all) could do it without using poison trap as it isn't very hard to immob lock a GM (mag 55 or something, so you only need 1 immob enhance in ring in a seamless chain of ring>char>ring>fireblast) and the -res traps can produce is very high, but that combo doesn't exist yet...and when it does you'd be foolish not to cast PT! and just wtfpwn things.

    I'd be very interested in any toon in the game that could produce the dps necessary to take down a GM without having -regen. The reason being is that said toon will be the highest (raw) damage toon in the game by quite a large margin too.
  22. cool vids, you guys should run it with +2's though, just cause +4's are kinda lame.

    I think it would highlight each builds ability to roll quickly through spawns that would be more akin to what happens in teams (even fighting +4's).

    Also given that the elec/shield's blue bar didn't even budge have you considered going with fireball yourself? I realize it largely didn't budge because of CP and PP, but would be neat to see an elec/shield/blaze in action. Fireblast should also help with st damage for stragglers.

    The spawns also looked a little small for 8man setting? I run that same map on my plant/kin +2-3/8 and I feel like I have bigger groups, but maybe not.
  23. Quote:
    Originally Posted by Bud View Post
    Im glad that they're finaly goin to fix Shield Charge but...Will it Crit, like its supoosed to?



    From reading that it looks like its gettin the correct damage values but it dosnt say anything about the Criticals.

    Hehe, ask stalkers if they'd like L-rod to crit for them?

    For me the 200 base damage on L-rod and SC for scrappers just feels a bit too high. It's not even a challenge to get them up into the 700's for damage, which is as good or better than blaster rain of arrows. Ya they recharge a bit slower, but they are still pretty much crash-less nukes that are awesome with built in teleport and aoe knockdown.

    They are really fun to use, huge fun actually, but they sort of make a lot of other powers look like crap. ie I'd take a 90 sec rech on inferno with no crash and the base damage of L-rod (+firedot) in a heartbeat. Also what about poor old burn, it is utter trash compared to Shield Charge in actual use.

    I don't want SC or L-rod lowered because they have made it abundantly clear that this is a hack n' slash game now and they are perfect powers for that genre. I'd much rather a big list of other powers get moved into the same category (ie all blast set t9's for starters).
  24. fire/regen is the answer you are looking for.
  25. I would have preferred that your team build was useful to the team

    But if you didn't have time to bubble people anyway for some bizarre reason then I guess you may as well just use a solo oriented build because that is how you ended up playing on the team.

    I'm just busting your chops, but I'm not sure what you want us to say?