Fugacity

Apprentice
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  1. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Because there are no other enhancements that enhance accuracy and resistance, and so it is a nerf to one particular power. The devs decided not to make any other accurate resist powers, so we're left with no enhancements that serve our purpose. Accurate healing IO's were added when there was no alternative. The only enhancement that existed in the game which could be used to the advantage of Eclipse in that category will soon no longer be functional.
    You fail to recognize my most pertinent point: the fact that Nucleolus HO's were never intended to enhance resistance. If they had been, their description would have stated that they enhanced Accuracy, Damage, and Damage Resistance.

    You've been enjoying the benefits of an exploit, and are now decrying the fact that you will no longer be able to use it. You can still slot Accuracy IO's and Resistance IO's in Eclipse, but for lesser values than you had achieved through the blatant use of an exploit. Nothing's being taken from you that you shouldn't have expected to be taken away at some point, and I doubt that the Devs are going to waste their time to make an entire new category of IO set just to mimic an exploit that was used in a single power, in a single AT.
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Yeah, Kheldians have a long list of requests and this is hardly top priority, but I do think I have a fair argument for it so I'm going to post it anyways:

    Nucleolus Exposures were a huge benefit to Eclipse because they enhanced accuracy and resistance. Eclipse is the only accurate resist power in the game, so we have no other way to enhance those 2 important attributes in one slot.

    What I'm proposing is that since the Devs have ruined our only efficient alternative, that an accurate resist enhancement be created in its place. I'm not expecting a whole set, just a single enhancement- A synthetic HamiO maybe. The Kheldian's Grace gimmick would have been a perfect chance to give us something this useful, but oh well.
    I thought Nucleolus Exposures, as clearly stated in their description, only enhanced Accuracy and Damage? If they somehow enhanced Resistance as well, then it should have been obvious to you that this was an exploit. As such, the title of your thread is misleading, as it's not a "HamiO nerf", it's an exploit fix.

    Why you would expect anything special from the Devs in return for the loss of your favorite exploit is beyond me.
  3. Quote:
    Originally Posted by Moonlighter View Post
    The problem with dumpster diving wasn't an AI issue. It was the game allowing enemies to stack / overlap each other combined with no real AoE caps. A character with a taunt aura can still get enemies to clump, and no one is suggesting a change to the agro cap.
    Actually, dumpster diving was in large part an AI issue. Back then any aggro'd mob would literally chase you from one end of the zone to the other. I still remember herding all of PI, monsters included, on my Inv/SS tank. Even with today's aggro limit the AI has improved to stop chasing you after a while, whether it's after the taunt effect wears off, or if you haven't damaged them in a while.

    Until recently you could still do a pretty good job of imitating the old system by making AE ambush farms, surrounding yourself well over the aggro cap with rezzing enemies, providing non-stop easy xp, inf, and tickets. But that was never very popular now, was it?

    Quote:
    Originally Posted by Moonlighter View Post
    The person I was replying to was suggesting that any AI fixes we were talking about (ie. less sensitivity to debuffs and DoTs when checking for a flee condition) would re-introduce dumpster diving, and one could even interpret their response to suggest that the goal of those who wouldn't mind AI tweaks would be to re-introduce dumpster diving and similar tactics. I was refuting that, pointing out that the "solution" to dumpster diving wasn't really an AI solution in the first place, and the changes we are talking about wouldn't allow us to replicate those tactics.
    I merely made a facetious and sarcastic comment based on some general attitudes I've come to expect from years of reading these forums, specifically the attitude that easier is always better, that exploits are perfectly fine to use(until the devs fix them, because then it's whine time), and that in many player's eyes it's not worth building any melee character without a taunt aura(for more efficient farming, what else is there to do in this game anyhow?!).

    I'm sure that many players would love nothing more than making an already easy game easier still. That was my point. It clearly missed the mark, unfortunately.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    The question I have is who wouldn't run away from the person who just set them on fire and brutally slaughtered 16 of their buddies?

    Apparently, the AI needs to be fixed so that things are too stupid to flee a situation they can't win?
    Hell yeah! Bring back the AI from 2004 when entire zones of enemies would willingly flock to a single flaming dumpster only to be burned alive!
  5. Quote:
    Originally Posted by Subject87 View Post
    Thanks! I can't click on the data link though, can you post the date chunk or something?
    Whoops!

    Here ya go.

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  6. Quote:
    Originally Posted by Subject87 View Post
    How much would a decent SS/Fire/Mu build cost me? like I said I have about 200 mill saved up, I also have a lowbie Elec/Sd scrap but I think that'd be more expensive to make able to farm.
    When I made my farmer, the main cost was time. With 200 mil inf, I'd think you could get most of the sets here, short maybe one obliteration set, the lotg procs, and the procs in health. That's if you buy recipes and make them yourself(buying pre-made IO's is generally a waste of inf). At first you want 20% or more Fire Defense, be sure to have some small purple insps(pop 2 at a time to soft-cap), pop Rage + FE in the mob, push buttons, profit. Just remember to monitor your defense so you'll know when to pop 2 more purples, and look into inspiration combining macros.

    Lacking some of those IO's initially will mean you'll have lower recharge to begin with, but remember, you're going to be farming a lot, right? You'll be making lots of tickets, which you can roll for recipes(I advise Silver or Gold rolls, lvl 35-39), then play the market and make tons of inf, or save IO's you think you'll want for a 2nd build. I suggest making your own private SG base, buying Workrooms, and stocking them with Enhancement tables. You can use these to store the "good" IO's you want to keep for your second build/alts.

    This may seem like a fixer upper project, but when it's finished you'll have a very productive AE fire farmer.

    (This build is a clone of one created by Streetlight, can't remember if I modified it or not but I have to give the props to the actual builder)

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Farmer(streetlight clone): Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(40)
    Level 1: Fire Shield -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/Rchg:50(46)
    Level 2: Haymaker -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(3), Mocking-Taunt/Rchg/Rng:50(3), Mocking-Acc/Rchg:50(11), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(40)
    Level 4: Blazing Aura -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg/EndRdx:50(5), Sciroc-Acc/Dmg/EndRdx:50(5), Sciroc-Dmg/EndRdx:50(7)
    Level 6: Healing Flames -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal:50(7), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/EndRdx:50(15), Dct'dW-Rchg:50(23)
    Level 8: Knockout Blow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(9), BasGaze-Rchg/Hold:30(9), BasGaze-EndRdx/Rchg/Hold:30(11)
    Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(50)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(39)
    Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(23)
    Level 16: Plasma Shield -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(17)
    Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 20: Consume -- Efficacy-Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-EndMod/Rchg:50(39), P'Shift-Acc/Rchg:50(43)
    Level 22: Tactics -- EndRdx-I:50(A)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(48)
    Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(34), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(50)
    Level 28: Burn -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-Dmg:50(31), Oblit-%Dam:50(36)
    Level 30: Vengeance -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def/Rchg:50(39)
    Level 32: Foot Stomp -- Oblit-Acc/Rchg:50(A), Oblit-Dmg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg/Rchg:50(34), FrcFbk-Rechg%:50(34)
    Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 38: Rise of the Phoenix -- Heal-I:50(A)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), EndRdx-I:50(48)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46), EndRdx-I:50(48)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 49: Invisibility -- LkGmblr-Rchg+:50(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod:50(36), P'Shift-EndMod/Rchg:50(50)
  7. Since you're planning to farm, you'll want a Brute. The more enemies you have piled around attacking you, the more damage you will do because of Fury. AE Fire Farms are still pretty lucrative, even with nerfs to ambushes, etc.

    AFAIK, SS/Fire/Mu is still king when it comes to AE farming because of Rage, shoot for high Fire Defense from IO sets, and fight enemies that only do Fire damage. Any attack that manages to get through your defense will be highly resisted. Use inspirations to make up for defense, that way you can soft-cap with only 20%(2 purple insps) or 32.5%(1 purple insp) Fire Defense.

    Slot your single target attacks with taunt sets(nice bonuses) as you won't be using them...ever. Only slot your aoe's for damage, they're all you'll need(Foot Stomp, Burn, Electric Fences, Ball Lightning). Slot a Force Feedback +rech proc in Foot Stomp(very important). Other than that slot for high recharge(try to fit 5 LotG +rech IO's). Make or look for some decent macros to convert extra insps into either damage or defense, use damage insps asap while farming, but remember to use Def insps to stay at the soft-cap or you'll faceplant pretty quickly.

    Disclaimer: This type of build will suck outside of AE Fire farms, badly. If you ever plan to use this character outside of AE, you should make your second build with at least 32.5% Defense to S/L, high recharge, and go /Soul instead of /Mu(to pick up Gloom, it's just that sexy). On my SS/Fire I farmed AE until I had collected enough money/recipes to build a decent non-farm build, and THEN I did Incarnate trials.
  8. The Gunslinger bosses have a nasty -Def debuff, I'm not sure of the exact numbers but it drops my StJ/SR Scrapper by about 10% after the 95% DDR, it's nearly as bad as the Carnie's Mask of Vitation.

    I'd guess that you were either hit with that debuff, or cascading failure from their normal -Def. With less DDR the stuns stacked and left you with a stun of high enough magnitude that the BF wouldn't fire. I've been stunned/held/etc on a number of characters in the past and when there are enough stacked, BF's will not fire off(unless they're the bigger ones, ie-Escape). Of course by the time I realized the BF wouldn't click I was usually dead, as Defense essentially drops to zero when mezzed. It's also quite possible you were sapped and your toggles dropped before you had time to notice.

    There are many enemy groups that are like kryptonite to a majority of AT's, and they're usually the groups that most players openly despise and often refuse to do missions involving them. Off the top of my head: Arachnos, Circle of Thorns, Devouring Earth, Longbow, Malta, Nemesis, Rularuu. I've seen teams wipe to all of these groups many times, often with the "immortal" tank charging into the mob only to eat dirt seconds later. Some groups it's best to stop and think before attacking, choose priority targets, and *gasp* maybe even plan.
  9. Fugacity

    DFB support AT?

    The most common strategy I've seen in the DFB Trial is players saying, "AFK phone", or "AFK door", or "gf/wife aggro brb" as soon as they enter the trial, and then they just sit back and collect all that sweet xp while everyone else does the work. I guess a lot of players know by now that it's not easy to kick a slacker in the DFB, so many just use that fact to their advantage.
  10. Add another voice for Sonic/Cold. I have a fully IO'd Incarnate Cold/Sonic Defender so my debuffs are a little stronger than a Corruptor's, but I have no doubt that Scourge will help a lot once you get the AV/GM below half health.

    As for the rest of this thread, LOL.

    It's funny when self-proclaimed "experts" call single target attacks "nukes"...
  11. Quote:
    Originally Posted by Thirty-Seven View Post
    Technically speaking, healing is not mitigation. Mitigation helps to prevent or reduce incoming damage. Healing does neither.
    Out of all that I've said about the actual subject in this thread you have nothing better to do than cherry pick a single quote, out of context, and then argue semantics?

    Technically speaking, mitigation reduces the severity of an effect, therefore you are wrong in suggesting "mitigation helps to prevent...incoming damage". Mitigation prevents nothing, it only lessens an effect.

    There. Aren't semantic arguments fun?
  12. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Its interesting to see both old and new players debating SR, and not one of them really using it close to its real potential.
    Yes, please tell us of SR's real potential!

    Quote:
    Originally Posted by Demetrios Vasilikos View Post
    My global has reached the point where although I am not perma Elude, I can phase shift for the entire down time of Elude...
    So SR's "real potential" is to achieve the soft-cap through liberal use of Elude, and then to spend 30 seconds standing around phased, doing nothing, every 3 minutes, until you can pop Elude and be soft-capped again? Interesting, in a bizarre and almost humorous way.

    Quote:
    Originally Posted by Demetrios Vasilikos View Post
    finally this allows him to keep his practice brawler triple stacked and even for short periods of time quad stack, this gives him such protection as to endure almost any number of control effects thrown at him.
    That's cool I guess, although you're spending lots of time activating PB. What will you do when those new DA mobs terrorize you in one hit through your 3-stacked PB? I've learned to carry BF's just in case...

    Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Just my thoughts on SR and where its true potential exists. BTW easiest way to see if your SR can hold his own. go run a shadow shard tf like sara moore at +4 X8. if your iincarnate crew can get through that ok, then your worthy of the power you wield.
    Rularuu are well known to be the nemesis of SR due to the "eyeball's" huge +to hit and -def, but I'd like to see any build besides an Illusion controller that could defeat a group of +4/x8 Rularuu solo at level 44. I've seen many an overzealous scrapper/brute/tank rush into on-level Rularuu mobs on Shard TF's and eat dirt before they even knew what was happening.

    Sara Moore's TF level caps at 44, so I'm not sure what you mean in that last line, the one concerning "iincarnate crew". At level 44, you don't have any Incarnate powers.
  13. Quote:
    Originally Posted by rsclark View Post
    If you've got two throw away powers in the medicine tree, it's much less likely you got to softcap without sacrificing something else.
    Here's my current build.

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    It was relatively cheap to build, it runs great with the option of single target or aoe finishers, it's end friendly, and if I start to get low I just turn off Tough for a while...so tell me, what exactly have I sacrificed for my heal?

    Sure my regen rate isn't the greatest, but if I need health after a fight, guess what? I heal myself. I gain back far more health in those few seconds than I would from a higher regen rate. I suppose I could have picked up an APP or Patron aoe attack, but then I'd be losing out on my combo points and have an end problem that I don't currently have. I could pick up Hasten, but I already run a fluid chain of combos to finishers and never have to worry about toggles dropping from an end crash. Not the absolute highest dps chain, but plenty good in my experience, taking full advantage of StJ's combo system.

    Edit: For Incarnates I'm running t4 Musculature Radial Paragon(for extra end), t4 Pyronic(all dmg one), t4 Reactive, and t4 Rebirth Radial. I have t4 Longbow pets but don't use them while fighting those Arachnos, although I'd be a liar if I said I didn't use the Rebirth to smooth out the fights. Even then, there are still some times when I need to use Heal Self, and if I'm not paying attention I will faceplant.
  14. This happened to me too, and when I logged back in it asked my security question and had me verify a new IP address, which makes me suspicious. I hope that by verifying the new address I have not put my account in jeopardy. I don't understand why my IP address would have changed...
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    ooo, the incredible "I know you are but what am I" defense. Well played.
    Indeed. I had thought of gathering a frothing fanboi fanclub to place me on a taller pedestal so I could talk down to you in kind, but that's just not my thing.

    Quote:
    Originally Posted by rsclark View Post
    If you can make those unkind moments rare enough, then it's easy to carry green insps.
    That's a pretty big "if", as soft-capped with a heal gets hit as often as soft-capped without a heal. Plus, just because I have a heal power doesn't mean I can't carry a few greens, too.

    Quote:
    Originally Posted by rsclark View Post
    That's the real cost of building for heal over other aspects - you lose a constant bonus (damage, defense, whatever) in exchange for a short term/temporary bonus (healing).
    On some builds perhaps this is true, but on my StJ/SR I have a complete attack chain, use Musculature Alpha(damage), am more than soft-capped(defense), and have zero end problems(whatever). Oh, plus I have that heal if and when it's needed, without giving up anything.

    Quote:
    Originally Posted by magikwand View Post
    This is true, except when it comes to dipping into a pool and spending powers that could be better spent elsewhere.
    Only my build isn't lacking because I chose to pick up the heal. I suppose I could have picked up Maneuvers and Assault instead, but if I ran those I would have 51%ish to M/R/A, which is no better than 48% against normal content. I would also have a new endurance problem which I don't currently have. No thanks. Now if you'll excuse me, I'm going to get back to soloing some +4/x8 Arachnos...
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    Ahh, someone seriously has their panties in a wad.
    Perhaps if you take a brisk walk your underwear will adjust itself to a more comfortable fit.
  17. Quote:
    Originally Posted by ShadowHex View Post
    Of course you could all just get real, pick DM to match with SR, get SL into your DPS chain, and feel secure knowing that while you are pummeling your enemies into oblivion you are constantly healing yourself and throwing out -to hit on everything you touch. Throw in a T4 void judgement for the 30s of 50% DR and T4 Rebirth for the regen goodness and you can laugh maniacally at the futility of your opponent's attacks because for a short while you are a SR/Inv/Regen scrapper with a self healing DPS chain.
    Why would I want to "get real" when I could simply do enough damage to always win before my health runs out?

    You're over complicating it, you should just win all the time and then you'll have no need for a heal. The philosophy has been clearly laid out, it's just that simple.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Something like that. While a live scrapper does more damage than a dead scrapper, a live scrapper attacking while another live scrapper is using a tricorder is also dealing more damage.
    I see now the error of my ways, I shall respec out of my heal, and be sure that I always win! With such an ingenious philosophy, what could possibly go wrong?
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    It's a true statement. I follow a different philosophy. It's better to do everything you can do to increase mitigation and damage output so that your enemy is dead before you need a heal.

    When that fails, use that nifty self-rez buff we got.
    Healing is great mitigation when the RNG is unkind, and a live Scrapper puts out far more damage than a dead Scrapper. I'm not clear on the "self-rez buff", other than Awakens, but I rarely find myself in need of that sort of thing.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Folks that think SR needs aid self don't know how to build SR characters.
    It's better to have a heal and not need it, than to need a heal and not have it.
  21. My 50(+3) StJ/SR Scrapper has done very well on the iTrials, and when I copied him to Beta he was not having any problems in DA with the lvl 54 groups there, or on the new missions when set to +4. My build is soft-capped(48%ish to M/R/A), has Aid Self and t4 Rebirth, although I remember having to use both powers liberally.
  22. As the manly man that I am, I always choose Empathy, because nothing is manlier than being a team player secure enough in his manliness to care for the well-being of others.
  23. Quote:
    Originally Posted by Sailboat View Post
    But Shields WILL have high levels of DDR even after this fix -- I think the second-highest possible in the game. Substantially higher than other defense-heavy sets like Invulnerability and Willpower.

    It just won't have the same level as Super Reflexes.

    Since SR is just one set, what your quote is really saying is you feel that Shields should have the highest possible level of DDR, despite having layered mitigation SR does not get AND being massively better offensively.

    Because Shields with the nerf/fix/change will still have better than every other set EXECPT SR.
    I'm betting that this will soon be followed by the "If the devs are going to fix our favorite exploit then they must give us something good in return, or else it's unfair!" argument...
  24. I never see the Concealment set, but I don't have the +Perception proc slotted...

    *ducks to avoid incoming tomatoes*