Gaidin

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  1. Quote:
    Originally Posted by DogTags View Post
    I am no scrap expert...I just think if you want more Def...take that Electric for GR.
    This just doesn't make any sense. /Elec is a resist-based set and offers zero innate Defense.

    I'd recommend sticking with /Shield. It's a very powerful secondary, and has a lot of synergy with KM. If you're having end problems, that is normal at level 6 on anything but a Regen who takes QR at 4. As a side note, I don't even slot TOs. I put zero enhancements in powers until level 12 when DOs become available.

    Here's three builds. The first two I just threw together and will follow approximately what I will slot when I hit 12 with DOs and 22 with SOs. The third build is the one I have planned to frankenslot IOs starting at level 27. I stuck in a Perf Shifter proc in Stamina, Miracle unique in Health, and Kismet unique in PF since I have them and will be using them. If you don't have these, substitute a regular End Mod, Heal, and Def enhancement respectively as appropriate. Also, you may have QS, which I skipped. If you do, you may have to extrapolate appropriate adjustments.

    build 1: DOs You just kill things pretty quickly, but have to be end-mindful. Use Blue Insp.

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    Build 2: SOs Generally ok, very mild Blue Insp usage.

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    Build 3: level 30 with IOs

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  2. Quote:
    Originally Posted by BrokenPrey View Post
    This

    I don't have a Katana/Willpower but I have a Broadsword/Willpower and I was doing thing I never done on any other Scrapper at lower levels. I would say Katana would be better because it as better AoE.
    Same. I have a BS/WP too, and it was extremely survivable at low levels due to DA plus /WP resist/regen mix. If I had it to do over, I would have done Kat/ for the better DPS, DPA, and DPE. I didn't know about such things back then though.

    Here's the rub with Kat/WP: You're looking at maximising XP/minute while having extreme survivability (avoiding faceplanting), and while Kat/WP is extremely survivable, it's AoE output, and therefore it's XP gain rate, is also limited.

    I think, for your specific requirements, I might suggest Claws/WP. Claws has excellent ST and AoE capabilities early on, RttC will keep you alive in large mobs while FU+Spin whittles them down quickly. You get QR at 20, so Health pool can be delayed, and you can slot for typed defenses to get even better layered mitigation. The early levels should be quick and easy, and once you get Shockwave, you'll have even more mitigation and AoE. Yeah, I'd definitely go Claws/WP for your needs.

    You could go Brute or Scrapper with this combo, depending on your preference, but Brute would get the nod for greater survivability due to it's higher base HP allowing for better regen.
  3. Gaidin

    KM or MA?

    Quote:
    Originally Posted by Fury Flechette View Post
    I think MA probably edges it out on damage while KM is more defensive.
    I don't know about that. From what Arcanaville and Umbral have posted about it's numbers, I think KM is going to easily surpass MA DPS-wise. Also, since part of KM's damage is energy, it will be less resisted than MA's pure lethal damage, so that also gives KM a nod in the damage department.

    So, besides it being all shiny and new, I give my vote to KM.
  4. Quote:
    Originally Posted by Reverence View Post
    That's understandable but I always wondered what those DPS numbers were based on for slotting of the power.
    Thus far, I've gotten my attack strings and DPS numbers from the number gurus of the Scrapper forum. I snagged the formulas for calculating attack chains/recharge from Werner recently, so I will be looking at doing my own.. until Umbral finishes his calculator.

    As far as the DPS numbers, if I recall correctly, they use 95% Accuracy and 95% Damage enhancement, and no procs.
  5. Quote:
    Originally Posted by Reverence View Post
    This is an old topic, but still interesting. I noticed your DPS for incin>scorch>cremate>scorch at 170. My FM/WP is hitting 183 DPS with that combo now.
    Here's a link to my post about it:
    http://boards.cityofheroes.com/showp...&postcount=520
    Right. As I mentioned, "it also benefits from having the Hecatomb proc in Scorch, which would increase it's DPS." Looking at your linked post, you have two procs in Scorch + Assault, which accounts for the higher DPS.
  6. Quote:
    Originally Posted by kirbyrockz View Post
    Correct me if I'm wrong, but I don't get what you're saying here. I thought that the system takes your highest stat into account when it comes to ranged vs positional. If I'm at 45% Melee/Ranged/AoE defense, doesn't that count Psionic damage, as well? And SR almost does this by itself... doesn't that make this not much of a "weakness?"
    Some psionic attacks do not have a positional marker, meaning that it would only have to check against Psi Defense before it hits you, as having Melee/Ranged/AoE defense has no effect on the power's to-hit check.
  7. Quote:
    Originally Posted by Another_Fan View Post
    Funny I have been thinking the same thing throughout this thread.
    Self-reflection is the true path to enlightenment.
  8. Quote:
    Originally Posted by twelfth View Post
    Thanks for the comments folks, I can live with a middle-of-the-road set as long as it isn't functionally unsuited for scrappers. Since Lightning Field doesn't crit and its generally an aggro field, I presume it is one of the skippable powers of the set? Any other pitfalls I should be aware of?
    Never skip your damage aura. Ironically, I like it for it's aggro-generating assistance since my Kat/Elec is tanking for a small team of 2-4. It is endurance hungry, and before you get SOs, I used it situationally to avoid running out of end. Once you get Energize, SOs, and Stamina, you won't have issues and you'll appreciate the extra damage it puts out.

    I'm considering sticking an Energy Manipulator: Chance to Stun in LF to see how much it would help out mitigation. I don't have my toggles well slotted or IO bonuses stacking yet, so it might be useful. Anyone tried that IO in a damage aura previously?
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    Look fine to me so far. I'm cruising with black and red KM and the dark shield.
    The Dark shield looks the best with the animations since it's streamlined with your arm, however, I am using the Energy shield. If you choose both colors as black, the shield is exceptionally translucent and doesn't hinder the ability to see KM's animations. Alternately, you can make the primary color black and the secondary color a dark color variant for a color-tinged translucency, which is what I did with a dark blue.

    edit: Here's some pics of my KM/Shielder D.W.A.R.F.:

    http://s844.photobucket.com/albums/a...fgaidin/DWARF/
  10. Quote:
    Originally Posted by Stormbilly View Post
    Buff to /elec?? What buff to /elec?
    Sadly, I saw no buff in the patch notes.
  11. Quote:
    Originally Posted by Santorican View Post
    Again I really think we should continue with figuring out how to balance out Shield Defense as well as Super Reflexes and less focusing on petty arguing on any other AT. This conversation should be about SR and Shield Defense.
    Bah, you've got it all wrong. The thread is only about /SR vs. the Age of IO's. /Shield isn't a part of the dicussion material except in a tangental sort of way, right?
  12. Gaidin

    Shadow meld ?

    Quote:
    Originally Posted by Selina_H View Post
    Yes. Posi replied at length in this thread in the Beta forums.



    More clarification:
    That. Is. Awesome. My Kat/Ela will be loving this.
  13. Quote:
    Originally Posted by Another_Fan View Post
    Read what I said. Specifically the blaster paper AOE advantage is undercut by other limitations. I didn't say can't I said they don't get as much out of them. When you start talking about having to pull and team to use them effectively, it only reinforces the point.
    I did read what you said. I didn't go into any sort of detail based upon how you've responded to Umbral's posts, because you ignore some data points in order for your own to hold water. As an example, your prior post's argument started with throwing out the fact that Blasters have more AoEs. So, a balance discussion should not include all relevant information? This alone solidifies my decision to not argue with you, because it will only frustrate me.

    Quote:
    Originally Posted by StratoNexus View Post
    When he said pull, I am pretty sure he was talking pulling an entire spawn in order to gather them up, much as you were saying a scrapper would do in order to cause spawn collapse.

    Teaming is not actually seen as a disadvantage by most people. Therefore most people don't consider the fact that you may need a team as a limitation, since they were going to have a team anyway.
    As to my reference to teaming and pulling, I was just listing examples of how a Blaster's AoEs are indeed both usable and should not be discounted when compared with ST damage.

    Hazard zones and x4 mission settings pretty much comprise the solo-leveling method for my blasters and the AoEs make it both a survivable experience as well as good XP/hour. On the flip side, when I run one of my Scrappers and my wife or friends play Blasters, which happens quite frequently, I run in and get aggro, gather mobs, and the blasters tear them apart quickly while I focus on hard targets/mezzers. Nothing lives very long, and the Blasters are generally quite safe. Either way, I don't see a Blaster's AoEs as being difficult to employ effectively, and I certainly don't see them as worthy of being "factored out".
  14. Quote:
    Originally Posted by Another_Fan View Post
    And blasters never have to fight single hard targets ? I don't want to poke you on this but that is nearly as bad as Umbrals assumption that AAO runs flat out all the time, and there is no other source of plus damage available.

    The superior AOE ability is a bit of a canard. While some blaster sets are superior in number of aoe powers much of that has to be factored out. Most blaster nukes are not particularly viable and have such long recharge times even if you can bypass their problems you couldn't use them often enough. The other nominal advantage of blaster AOE is that its large, well when you are on an at that can pull the enemies into melee range and survive to fire off the AOEs that advantage is considerably reduced. The inability of blasters to lead with AOEs when spawns contain mezzers also detracts from this.
    By your argument, you lead me to believe that you have little to no Blaster experience with either teaming, pulling, fighting spawns in hazard zones, or in x8 missions.

    If you believe that the Blaster AT is generally incapable of utilising their AoEs, which is what you're implying, then you're experiencing an entirely different MMO than I am and no argument I could provide would be sufficient.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Perhaps they've learned a lesson regarding nerfing. They could always bump up the damage debuff on AAO to soften the blow of nerfing the damage buff.
    Perhaps, but I'm not gonna hold my breath. Though, while they're at it, they could lower the damage buff and add in a -regen component instead.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brute fury has been around a lot longer than Shields and it just got nerfed. What's the difference?
    There isn't one. I would argue the same point. In that case, the Devs apparently decided that the Fury nerf was worth whatever displeasure the change will bring.

    From what I was reading in the Brute forum about the Fury changes, it is a nerf, but the alterations to how it's generated and when/how quickly it deteriorates have actually pleased some people too. The ability to have more stable levels of Fury is almost a buff that helps off-set the sting of the nerf. I'm not sure that flatly reducing multiple aspects of Shield's effectiveness could achieve such mixed reactions since there would be no upside.

    I also want to note that, while I question the wisdom of implementing such changes, I do not disagree with the need for adjustment when considering only balance.
  17. Quote:
    Originally Posted by Hejtmane View Post
    Is the damage going to be comparable ?

    The mids eyeball test they look close and instead of taking two powers to get fireball you only have to take one to get ball of lighting

    Has anyone tested the two against each other
    Fireball will do more damage. Like all fire attacks, it's secondary effect is more damage since it has a DoT. Still, saving a power choice for somewhat lower damage is appealing.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Set the DDR in Active Defense to be non-stackable. That move reduces SD's mitigation at the high end while leaving the mid-low end unaffected.
    This isn't a bad idea and would be sufficient for balance-sake, and generally unnoticeable by the majority of the player base. However you propose multiple changes, and I don't know that the devs should even consider even remotely drastic changes to a powerset that the player-base likes as it is, within the context that CoX is an aging MMO.

    Drastic changes are certainly more tolerable to players, and even expected by veteran MMO players, when the game is young. Add several years and this acceptance goes down, more players will be put off and leave the game. Yes, I understand that I have zero factual evidence to back up this conjecture, but I can't see how the Dev team could ignore the need to balance this possibility against the changes they make.
  19. Quote:
    Originally Posted by Another_Fan View Post
    What is more worrisome is that the average to typical numbers in that thread were comparable to average blaster numbers and that is a problem.
    Against a SINGLE hard target. Blasters more than compensate for this through their superior AoE capabilities.

    I am amazed that you're still attempting to create a balance issue between entire ATs.

    Quote:
    Originally Posted by Eva Destruction View Post
    I used Comm Officers. Minimal risk, endless stream of fodder to replace what you kill. If you factored in the time spent collecting such precise fodder those top DM/SD times start to look a lot less impressive.

    Of course in normal play, outside of these specific extreme situations, fully saturating AAO requires simply jumping into a x8 spawn. Takes about three seconds. I don't need to global mail you reasonably unthreatening minions because the game does it for me.
    This. I used four level 54 Comm Officers + summoned minions. The extra time it takes to go around and gather such SD/AAO fuel is highly irritating in duration and makes FM/SD look a lot more enticing for pylon runs due to not needing such hardy and self-sustaining fodder. The time it takes to do this is why I still haven't made a run for the 300 DPS mark, and probably won't until I have more free time from work. If I only have an hour or so to play, taking 15+ minutes to round up specific fodder just seems un-fun. I'd rather level my Kat/Elec or Claws/SR Brute instead.

    In missions, which I run at +4/x8 on my DM/SD, the fodder is there and doesn't need to be gathered, usually. I also don't nuke the mobs initially. I run my ST chain against Bosses and get them down to 1/4 health then SC to kill everything. Now, with the much needed adjustment to SC, this won't be as effective and spawns should take more effort to grind through.
  20. Quote:
    Originally Posted by MunkiLord View Post
    edit: At some point in this thread there was a mini discussion about improving Elude. What I would like to see is it changed to something similar to Moment of Glory. Maybe instead of the huge defense bonus put it to something like 15%, keep the resist in the 70% range, and add in a heal or big regen buff. A power like that I would fit into my build somehow.
    I'd though of suggesting it becoming like MoG in both duration and effect, but due to the fact that /SR usually needs sustained assistance when it starts to fail, a longer duration T9 would be more beneficial.

    Thematically, it would be easy to say that the power escalates the body's reflexes and restorative processes so greatly that you heal damage and recover endurance more quickly(+regen/+recovery), while your increased speed allows you to block incoming attacks without taking ful damage(+resists). Instead of adding more +recharge to Quickness, they could add a small modifier to the T9 as well.
  21. I thank you as well! I had the formula for finding recharge percentile, but not the time. Now I know, and knowing is half the battle.
  22. OP - /SR has it's niche - it's the easiest and least expensive option for Av soloing. In addition to this, it has the easiest god-mode by allowing an "average" player to soft-cap with a single purple inspiration. I don't think this particular aspect is considered often enough, because the average player is not we forumites, who have a grasp of IO and game mechanics. Besides these points, as has been mentioned, it allows you to play Claws, Kat, and DB with it while helping achieve their top-DPS high-recharge attack chains. I wouldn't mind seeing Quickness be upped to +30% recharge, especially if Castle won't give Evasion the Brute's taunt aura.

    Werner/BillZ - I am hoping that they go the route of increasing the viability of /SR's ability to more easily soft-cap in Incarnate-level content. At least my FM/SR does. My DM/Shielder is decidedly against it.

    Cybernaut - Elude being altered would be nice. It would require a re-name and complete overhaul, but I think it would be much more beneficial to have it be a +Regen/+Recovery power that also gives +Resist and give it a recharge and crash equivalent to Strength of Will. I'd certainly find that much more useful compared to the obsolete T9 it currently is.
  23. Quote:
    Originally Posted by Hejtmane View Post
    Well a katana/wp solo the thing
    ...controlled by Iggy.

    My vote is for Spines/SR as well for what you're considering. Alternately, FM/Shield if you can invest in getting Shield's DDR to ~95% and like setting enemies on fire.
  24. Quote:
    Originally Posted by GSXR1 View Post
    What does raising your DDR actually do? Does it lower the amount of the debuff when it hits you? does it make you more Resistent to getting hit with the debuff all to gether, and if soo does it help apply to auto hit debuffs? if someone knows or has a link to something that discribes it i'ld love to see itl. Thanks
    DDR lowers the amount of a debuff that affects you by it's percentile. It does nothing to avoid getting hit - that is what your Defense is for. DDR is what helps prevent Cascading Defense Failure - when you get your defense debuffed, it's easier to hit you with more defense debuffs, which just keeps happening over and over until your defense isn't high enough to allow you to avoid enough incoming attacks, whose damage then overwhelms you and kills you.

    For example, let's say you have 46% Melee Defense. You get hit by the Broadsword/ attack Hack which, unenhanced, debuffs your Defense by 7.5%. If you had zero DDR, your Melee Defense would be reduced by 3.45% and take you to only 42.55% Melee Defense, which would lower you below the softcap and greatly increase the amount of incoming damage by allowing more attacks through. This also makes it easier to get hit by more debuffs, creating the cycle of cascading defense failure.

    If you have 95% DDR, then your Melee Defense is only lowered by 5% of the 7.5% Debuff: 5% of 3.45% is .1725%, which would lower your Melee Defense down to 45.83%, which is still above the softcap and protecting you as much as if you had not been debuffed at all.