GavinRuneblade

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  1. A few options (not saying they're better, just brainstorming):

    Change the toggles to auto powers. People already argue if they are good enough to be worth taking. Make 'em Auto powers, let it work in the forms. No suppression, no worries.

    Another possibility: activation and recharge times on the toggles set to as close to instant as the game is capable of. Drastically reduce form shifting time. It's not as much of a problem if you can make a macro or just click-clikc-click all are back up in less than a second. The reason it is an issue is that it takes 4 to 45 seconds to retoggle depending on pool powers and lag. I know, I've been in the hospital in an iTrial toggling while watching the clock.
  2. Your problem is like comparing /wp to /regen. /SR is a toggle and forget set. You just wade in and kill things. /Nin is like regen, player skill is vastly more important than the build. If you don't use your toys and if you don't use them intelligently, you will die. Horribly. Again and again and again. Even against wimpy enemies. It can be much more survivable than /sr but only if you put in the effort while you're playing it. By build alone it will always be vastly inferior.

    This means, like /regen it is not the right choice for everyone.

    /Nin does get some DDR, but not nearly as much as /SR. So it will always be more vulnerable to def debuffs than /sr.

    That is why you have kujinretsu and caltrops and smoke grenade, etc. Used properly they give you the leeway to let your defense recover.

    Drop caltrops and stand inside them. no one will melee you at all. They will run up, then run away with no attacks. Or drop them and run around a corner. Only a few enemies will come to you through them. Splits the spawn and lets you tear it up piecemeal.

    Use smoke grenade and placate to keep part of a spawn from shooting you. Combined with caltrops this means you should be fighting only a few enemies at a time.

    If you do get your defense crippled, pop your tier 9 and you have a huge buffer. People say don't slot it for defense becasue it takes you over the cap. You want to go over the cap because you have only limited debuff resistance and you need that extra. PPD have pushed me to -30 def. unslotted retsu would get me to 20, which is much better than -30 but not enough to survive the fight unless those debuffs stopped coming in. And Cims are much worse than PPD.

    'Course Cims are helpless in the face of caltrops, muhahaha.

    Use some powers proactively, some reactively, and know who to kill first. It is the most tactical set, which is what makes it such a great fit for stalkers.
  3. Aaaaannd that's why I included the bit about arcana mentioning the devs are guilty of it too.

    But the point remains that one way to get stalkers out of the current rut is to re-envision them. the game has changed, and there really isn't a place for what stalkers have been stuck as. Most attempts to fix them look at making them more of what they already are.

    So why not look at doing what really needs to be done, and re-evaluate the AT?
  4. Quote:
    Originally Posted by StarGeek View Post
    Doesn't it have a limited amount of charges?
    Limited charges yes, but no timer.

    Also, enemies defeated with it give no EXP. So use it wisely. I find it's best for taking out mezzers who are causing a team to struggle.
  5. Ok, so I am a bit confused on things as far as my account goes.

    Created April 5, 2008 and never took a break.
    For some reason the NCSoft Account Manager calls that 3 years 0 months. Customer service said this is correct for the account time but my veteran awards will show correctly. o.O

    Aaaanyway... Tokens

    2008 = 8m, 2009 = 12m, 2010 = 12m, 2011 = 10m (looks like 42months to me = 18 tokens)
    Annuals = 3
    +1 for one or more boxes
    +1 for at least one purchase in the store
    +8 for that purchase being the $100 batch

    So I'm thinking I'm supposed to have 31 tokens total.

    I have 27

    Even if the years were off somehow and I only have 3 years 0 months, that would be 16 tokens from Vet awards and I should have 29 total right?

    Am I off somewhere? Because customer service is telling me 27 is correct.
  6. Quote:
    Originally Posted by Rapthorne View Post
    Hero, playing Villain made me feel bad >.> and Exalted.


    As for the zooming through the content, I know. With this particular character I just want a 50 ASAP to join in with my friends. I fully intend on going back over the game many multiple times

    Also update on my level, I'm now at 43
    You know you can join in with your friends right from level 1? The only things you can't do are some of the task forces and incarnate trials. But everything else you can sidekick up and play with them. From the get go, city was all about ensuring that there was no need to powerlevel and that people could play with their friends.

    also, if your friend exemplar down to play with you, they still get exp and influence based on their level, not the level of the enemy you're fighting. Just no chance for purple recipe drops though if enemies are lower than 47.
  7. Elsewhere arcannaville made an interesting point: Stalkers are not supposed to be on the Tank-brute-scrapper scale at all, they are supposed to be melee blasters. So comparing stalkers to scrappers (and she mentions the devs being guilty of this as well) is not so helpful as far as getting the right sorts of changes.

    So I was thinking... what about melee nukes, and reducing some survivability in secondaries in exchange for all of them working like elec/fire/shield to give damage boosts?

    If we're supposed to be melee blasters, why not?
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    A small -res debuff on some of the attacks would be thematically appropriate as well (a small one, like 5%), since broadswords were made so heavy in order to be more effective against armored opponents. Hack, Disembowel, and Head Splitter would be the attacks I give it to.
    Hack is already the better of the low attacks, give some love to slash.
  9. Quote:
    Originally Posted by Rajani Isa View Post
    Specifically, it acts like a group of enhancements. So unlike multi-aspec IOs or Hami-Os, if you cannot directly slot a power for something - say recharge - it will not benefit from Spiritual even if it has a recharge time and accepts/is buffed by other aspects of the Alpha.
    The real question is: Is it buggy like hamios allowing cool exploits, or is it functional like IOs?

    On specific example/question, does musculature enhance damage resistance the way a nucleus hamio does or not?
  10. Quote:
    Originally Posted by Wing_Leader View Post
    In all honesty I don't.

    But I sometimes find myself on these teams that do and was wondering where my understanding of the game was failing me. I think I was merely underestimating the impact of the higher difficulty settings. Unfortunately, I get the feeling from some of the team chat that anything less than +4/x8 is deemed unworthy of their time, as if only amateurs play at lower settings. Which is fine except I always knew CoH as a game where playing smartly trumped slotting (unlike other MMOs in which having top-tier gear means everything). I am learning quite a bit about how the game has pushed its own boundaries, here and there, over time, and consequently how my understanding has become outdated.
    Or you're just playing with elitist jerks. Basically there's a lot of epeen contests out there in any game. City's version are the people who you've just described. I also run into the occasional one who's like "BAF Forming PM with AT and if you're not +3 don't bother". Honestly, they're not the majority, and they're not right. If that's fun for them, great, but it's not what the game assumes, it's not what most people are doing, and it's not the only way to have fun.

    In other words, don't conform to them, play the way you want to play, form your own groups, and you'll start to collect a group of global friends with similar play style over time.

    Quote:
    As I've stated in a previous thread, I prefer to play "casually", which is to say I don't want to obsess over min-max builds. I'm willing to investigate set IOs a little, but I'm not interested in becoming an expert, as it were. If that means I'll always be woefully outclassed at the insane difficulty settings then I'm actually okay with that, and I'll just try to avoid those teams in the future.
    Can't get that outclassed. I have yet to meet anyone worse than me at making builds and I can manage to do ok. Plus, you just post a crappy build and ask for help and usually a few days later you have a functional one.

    I really should do that more often actually...
  11. Quote:
    Originally Posted by Draeth Darkstar View Post
    This is why you don't cast it in the middle of a fight.
    I thought that WAS the reason to use it during a fight. =)
  12. Man a legitimate generic question. I came here hoping to see some good violations. Screw getting generic'd for trademark violation, I'm talking the ones that get it for just plain bad taste. Ah well.

    Best of luck with your character BC, I hope they say you can keep the name!






    And I really wish I'd saved the comic with his other generic'd character. Even better.
  13. Quote:
    Originally Posted by Giant2005 View Post
    You would lose a lot of DDR by not being able to stack it. People generally wouldn't like that.
    I do agree with your problem though - on a SR or Shield Brute, I could potentially have 4 powers I'd want Auto'd: My mez protection, Hasten, Rage and Ageless. That kind of clicky management kills a lot of concepts. There aren't many who would be willing to subject themselves than that.

    Rather than see Shield Defense nerfed, I'd prefer to have the option to stick more powers on auto.
    I have to hold back the urge to nerd rage about click buffs. There are waaaaayyyyyy too many. boost range, boost power, domination, build up, aim, fiery embrace, haste, etc, etc, etc.

    And if it was turned into a toggle, the DDR would most likely be upped. If not, c'est la vie. Shield would still be better than 90% of the other sets out there anyway.

    I would so love to have a toggle version of every damn one of them. We have assault, and yes it is way weaker than buildup, but I never forget to use it. 10% +dam on every attack is a hell of a lot more than +100% of three or four per mission. Give me a toggle haste for 10% instead of 70%, or a toggle boost power for just +1 mag and no duration shift. I would never click again and would be really, really happy.

    @claws, while the clicks help if you get end drained, I find I get hurt by them far more often than I am protected by them. If you ever die a toggle is there ready to be turned on. A click power, you have to wait the whole cycle without any protection at all. Often resulting in a second death. There are plenty of times on my /shield that I just stay dead rather than self-rez with a wakie because I know I won't have any mez protection and it's just not worth getting up. This really bugs me. And It happens on all my characters with click protection at least once or twice a session when I play them. If I'm soloing, I often have to hosp, whereas my much weaker toggle builds with can just rez, re-toggle and get right back into the fight.
  14. Here is the fire dom that is the highest damage dealer I know of:

    Quote:
    This is the build you were seeking. It's paper dps hovers around the 400 mark.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (37) Basilisk's Gaze - Accuracy/Recharge
    • (37) Basilisk's Gaze - Recharge/Hold
    • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 1: Flares
    • (A) Decimation - Accuracy/Damage
    • (36) Decimation - Damage/Endurance
    • (36) Decimation - Damage/Recharge
    • (36) Decimation - Accuracy/Endurance/Recharge
    • (37) Decimation - Accuracy/Damage/Recharge
    Level 2: Incinerate
    • (A) Hecatomb - Chance of Damage(Negative)
    • (3) Hecatomb - Damage/Recharge
    • (3) Hecatomb - Accuracy/Damage/Recharge
    • (34) Hecatomb - Accuracy/Recharge
    • (34) Hecatomb - Damage/Endurance
    • (48) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (5) Positron's Blast - Damage/Recharge
    • (5) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Positron's Blast - Chance of Damage(Energy)
    Level 6: Fire Cages
    • (A) Gravitational Anchor - Immobilize/Recharge
    • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (7) Gravitational Anchor - Accuracy/Recharge
    • (31) Gravitational Anchor - Immobilize/Endurance
    • (31) Gravitational Anchor - Chance for Hold
    Level 8: Hot Feet
    • (A) Armageddon - Damage/Recharge
    • (9) Armageddon - Accuracy/Damage/Recharge
    • (9) Armageddon - Accuracy/Recharge
    • (27) Armageddon - Damage/Endurance
    • (29) Armageddon - Chance for Fire Damage
    • (29) Fury of the Gladiator - Chance for Res Debuff
    Level 10: Fire Blast
    • (A) Thunderstrike - Damage/Endurance
    • (11) Devastation - Damage/Endurance
    • (11) Devastation - Accuracy/Damage/Recharge
    • (19) Devastation - Accuracy/Damage/Endurance/Recharge
    • (23) Devastation - Accuracy/Damage
    • (27) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 12: Flashfire
    • (A) Absolute Amazement - Stun/Recharge
    • (13) Absolute Amazement - Accuracy/Stun/Recharge
    • (13) Absolute Amazement - Accuracy/Recharge
    • (15) Absolute Amazement - Endurance/Stun
    • (15) Absolute Amazement - Chance for ToHit Debuff
    Level 14: Hurdle
    • (A) Jumping IO
    Level 16: Fiery Embrace
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Miracle - +Recovery
    • (42) Panacea - +Hit Points/Endurance
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Accuracy
    • (23) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Combustion
    • (A) Obliteration - Damage
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 28: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Fire Imps
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge
    Level 35: Consume
    • (A) Accuracy IO
    Level 38: Blaze
    • (A) Apocalypse - Chance of Damage(Negative)
    • (39) Apocalypse - Damage/Recharge
    • (39) Apocalypse - Accuracy/Damage/Recharge
    • (39) Apocalypse - Accuracy/Recharge
    • (40) Apocalypse - Damage/Endurance
    • (40) Thunderstrike - Damage/Endurance
    Level 41: Poisonous Ray
    • (A) Devastation - Accuracy/Damage
    • (42) Devastation - Damage/Endurance
    • (42) Devastation - Accuracy/Damage/Recharge
    • (46) Achilles' Heel - Chance for Res Debuff
    • (48) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 44: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Red Fortune - Defense/Endurance
    • (45) Red Fortune - Defense/Recharge
    • (45) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Endurance
    Level 47: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Summon Tarantula
    • (A) Soulbound Allegiance - Damage/Recharge
    • (50) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (50) Soulbound Allegiance - Accuracy/Recharge
    • (50) Soulbound Allegiance - Damage
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 24.5% DamageBuff(Smashing)
    • 24.5% DamageBuff(Lethal)
    • 24.5% DamageBuff(Fire)
    • 24.5% DamageBuff(Cold)
    • 24.5% DamageBuff(Energy)
    • 24.5% DamageBuff(Negative)
    • 24.5% DamageBuff(Toxic)
    • 24.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 118.8% Enhancement(RechargeTime)
    • 78% Enhancement(Accuracy)
    • 5% FlySpeed
    • 137.3 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 23% (0.38 End/sec) Recovery
    • 56% (2.38 HP/sec) Regeneration
    • 12.9% Resistance(Fire)
    • 12.9% Resistance(Cold)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Char)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Decimation
    (Flares)
    • MezResist(Immobilize) 2.75%
    • 11.4 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Hecatomb
    (Incinerate)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Positron's Blast
    (Fire Breath)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Gravitational Anchor
    (Fire Cages)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Armageddon
    (Hot Feet)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Devastation
    (Fire Blast)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Absolute Amazement
    (Flashfire)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Obliteration
    (Combustion)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Fire Imps)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Apocalypse
    (Blaze)
    • 16% (0.68 HP/sec) Regeneration
    • 30.5 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Devastation
    (Poisonous Ray)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Scorpion Shield)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Scorpion Shield)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    Luck of the Gambler
    (Personal Force Field)
    • 7.5% Enhancement(RechargeTime)
    Soulbound Allegiance
    (Summon Tarantula)
    • 16% (0.68 HP/sec) Regeneration
    • 30.5 HP (3%) HitPoints
    • 4% DamageBuff(All)
    I apologize if the mids stuff is gone, I am on a mac so I only saved the bit that I could use.

    But it was doing 400+ dps with no incarnate powers and before inherent fitness. I tried to get anyone to improve it in the dom forums, but no one offered anything better. I am working to build this version, but would love to have an i21 update with even better numbers. If anyone can give me one. =)

    EDIT: found Frosty's original post.
  15. Quote:
    Originally Posted by plainguy View Post
    I would completely understand if they created a sub forum under each archtype, but not this mish mosh.

    They want to add another forum when they can't even moderate what they have now. I personally tagged over 40 threads and posts that violated forum rules and policy and have went back a week later to see nothing absolutely done about it. So I don't get this. I could understand if they were on the ball, but they are not. Of course there is a reason why I did that but the reason does not matter for the point of this posting.
    Sub forums for builds under the AT forums is an interesting idea. But on the moderating thing, my experience having been a mod for many websites (including corporate ones like Expedia) the forum organization is totally irrelevant, it only matters how many posts there are. Where they appear and how they are organized won't have any impact on the team's ability to moderate them. Or it really shouldn't anyway.
  16. Quote:
    Originally Posted by Doomguide View Post
    Normally I'd agree right away ... but he has a not insignificant amount of toxic resistance in the build. Maybe not keep for the main build but might be worth filing away to recall for a 2nd or 3rd build meant to handle endgame content with a lot of toxic flying around. Just playing around with the build and freely spending upped the Toxic resistance to just shy of 44% while keeping the rest of the values close to the same. Interesting anyway.
    Nihili had a really interesting suggestion for /fire to slot the heal with three heal/rech and three resist/rech IOs (miracle and aegis I think but don't quote me on that) so that you could cap toxic resist with it doublestacked. Reconstruction has a slower recharge, but similar toxic resist. Might be an interesting idea for a second build.
  17. Quote:
    Originally Posted by Zem View Post
    What mission is this? Because it's not the hero morality mission I am talking about. In the one I am talking about you free a police officer. The first ambush is Silent Blade. You defeat her and talk to her, then your doppelganger ambushes you. Since posting last time in this thread, I've run this mission again and stood my ground right there next to Silent Blade with my NB/Nin Stalker in Hide. My doppelganger runs right up, hits build up, and then... nothing. Just stands there until I attack.

    I know of no game mechanic that can describe what you're seeing there, but I'd love to try it myself. I'm curious what's going on there in whatever mission it is you're talking about.
    and for what it's worth, I know I wasn't referring to the morality mission, I was just giving an example of a location-tagged ambush.
  18. Quote:
    Originally Posted by Test_Rat View Post
    The above argument hasn't worked very well in the Scrapper/stalker debate.
    And I don't expect it to work any better here. But as I read the posts that does seem to be the logic under the argument.

    Quote:
    Originally Posted by sati44 View Post
    Gavin you do realize this is all up to personal preferences? Even if brutes are in the end a bit better than the scrappers that dosen't mean scraps have no reason to exist. Going down this road what is the point of having the defender AT in the game if the players say the corrs are better in every way?
    I hope you did see the bit where I said it wasn't *my* opinion, I was trying to present theirs in unclouded and non-judgmental terms. But as clearly and logically as I could. Sailboat is pretty passionate about his side and you all are passionate about yours. SO I figured stepping up as someone who doesn't care I might be able to at least correct your misinterpretations. And corrs aren't better than defenders in every way. Many times the defender debuffs allow higher damage, etc. Yes *I* do know. As I said, I wasn't presenting my argument or position.

    Quote:
    Do we actualy have evidence that people are not invited in to team because the are scrappers and not brutes? I don't think the brutes are an auto win aT in the hands of every player more than the scrappers are.
    Plus I think you will find that many players don't like to fury mechanic or the overall play style of the brutes, the fact that brutes can bee seen as tanks etc...
    Not that I am aware of. So far as I know, only stalkers have this "honor". And even there it's not that common.

    Quote:
    And at the end of the day when you got your 50+1 toon with enchantments worth 10bill or more is it so important that the 50+1 brute/scrapper next to you deals 5% dps?
    To a lot of people, yes it really is. the difference between purple sets and and the top-end rares is often less than 5% and look at the prices people are willing to pay. Or look at how much effort and time in build min/maxing and number crunching and in-game grinding people do to get a small improvement in their favorite character. To some people, yes it makes a really big difference.
  19. GavinRuneblade

    Tanking!

    Quote:
    Originally Posted by mauk2 View Post


    In my opinion, "Tanking" in CoH is all about battlefield awareness.

    A GOOD tank, I mean a really good tank, is all about the player. You have to be able to read the ebb and flow of the entire combat space.

    A tanker is not about ending fights. A tanker is about starting fights, and most importantly, PACING.

    This is why the 'impatient scrapper' is so often mentioned in the tanker forum. Somebody who throws off your battlefield rhythm is very disruptive to a tanker who is in zenspace, calmly wading through the chaos, reducing the enemy.
    <.<

    >.>

    They talk about me that much over there? Dang.

    Quote:
    The realllly good tankers have learned how to integrate such elements into their larger battlefield awareness:

    A difficult example: On a not-so-strong team, you have one really tough scrapper/brute who is perfectly able to handle whole spawns by themselves, but rather than haring off on their own (which is simple to deal with, let them go) they keep on dragging back aggro to the squishies.

    This is often a player trying to be helpful: They are on a toon so beefy they see no threat in the mobs, even though the squishies are often not that zesty and will die under their attentions.

    In that case, a GOOD tanker knows to relinquish battlespace initiative and go into reactive mode: intercept the incoming, taunt, mitigate, absorb aggro, and keep the team moving.

    This is tough to do. Few tanks LIKE being in reactive mode, as it is limiting, but in that sort of example, it will still WORK.
    I have exactly one friend who is good enough to do this that I play with regularly. Good tanks are really cool. I bribe mine with all the IOs he needs to fill out his builds. And he plays more brutes these days than actual tanks.

    It's true that you don't need a tank, but when you have a good one, everyone has more fun. And this is a game, it's supposed to be fun.
  20. Quote:
    Originally Posted by Icesphere View Post
    I was going with teaming and more of an offensive brute. Not sure of the difficulty. I usually just go with +0/x8 and just up it to my comfortability. I'm still learning when it comes to builds and io's, so thank you for the info,
    The key with regen is to not get fooled by the name. The set is called regen, your survivability is actually "click heal". So the #1 thing to build for is recharge. Then defense. Then recharge. Then a bit more recharge. Finally if you have nothing else you can do, add more recharge.

    Dull pain and the accolades are all you need to cap your HP. Don't panic and pop all your clickies at once.

    It's impossible to get IH permanent, and it's great but not enough if you use it late, so learn when to expect to need it and use it early.

    Sometimes, it's worth saving dull pain to use as a heal, and someitmes it's worth using it ahead of time to get the HP buff. Again, gotta learn the flow of battle and what to expect.

    Regen is a very player-skill heavy set.

    Lots of scrapper regen players swear by shadow meld which brutes don't get. As a brute, I recommend looking into darkest night as a possibility. You can also take dark obliteration to help out your AoE because BS is not really my first recommendation for a x8 mission.

    If anyone tells you MOG isn't worth it as a tier 9 because it "only lasts 15 seconds" remind them that in those 15 seconds you will heal 2,700 HP or more and take essentially 0 damage. Then ask if it is still useless in their mind. Especially since it is up every spawn except in steamroller teams (then it's every 2 spawns).
  21. Quote:
    Originally Posted by Bright View Post
    One question about the CCE Crows and the Bats aura... Are they per-character unlocks or account-wide? (I'm seriously hoping account-wide. Otherwise I'm going to have to run this thing on every one of my bird-things. I have a lot of them. A really... sort-of ridiculous number of them. o_0)
    None of the other event emotes, costumes, changes, etc are account wide that I am aware of. So I don't expect this to be the first.

    And I am not saying anything about titan weapons and the event itself because I'd go into incoherent ramblings that just amount to "SQUEEEEEE!". So, holding back.
  22. Quote:
    Originally Posted by Hercules View Post
    Check out the contact for my ticket farm arc
    "Who ya gonna call?"

    I think I got it fairly close.
    What's the arc ID number?
  23. GavinRuneblade

    Blood and gore

    Quote:
    Originally Posted by Mister Rik View Post
    Besides, I think the idea of a "superhero" is that you defeat your opponents, not kill them. Though how that concept applies to gun or blade characters, or villians ...
    I think this right here pretty much sums up how it is safe to use guns or blades in a superhero game. (and why it's not always a good idea).

    And remember, lots of times we're attacking enemies who regenerate (trolls), have super-reflexes (Crey Operatives), have magic (hellions, carnies), use mutagens (destroyers, trolls, family), are mutants (outsiders), aliens (nictus), are supernatural (nerva demons, warwolves, vampyri) or are wearing power armor (crey tanks). Plus the robots.

    that said there are times (low level skuls) where it's pretty hard to suspend disbelief.
  24. Quote:
    Originally Posted by Test_Rat View Post
    Dark melee on a scrapper brute or tank far outstrips what a stalker is capable of.

    Did you forget Soul Drain and Dark Consumption? Its like night and day.
    Forget no, but having used them, I wasn't impressed. I've seen what others can do with them, but I've never been able to get them to do me any damn bit of good.

    Warshade Mire and Eclipse, soul drain, etc. All have the same problem. When others use them they are apparently "godly". When I use them, it's like a small insp at best.

    I've run my stalker with a dark/inv brute as a team, and I keep up with him in damage. He can down the hordes of minions better thanks in part to the output from those powers, but on hard targets I'm right up with him and the controlled crits and reliability of buildup are very handy when we're just hitting an AV and no one else is around.

    It's not like dark/ is a farming set anyway. heh.
  25. Quote:
    Originally Posted by EvilGeko View Post
    I'm not sure anyone can conclusively state what AT or set needs the most help.
    Broadsword for stalkers? hehe.