Hejtmane

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  1. I am found of fire with GFS and the other fire attacks yum
  2. Hejtmane

    neverselling ice

    So you are the person that has been buying all my never melting ices I had stuck in my base all that time and sold it for way over valued cost.
  3. Quote:
    Originally Posted by mauk2 View Post
    Erm....

    MALTA at +2x8? With a squishy duo?

    LOL, that's simple enough to fix:

    Don't do that.


    I've seen people talking for years about how redside factions are somehow nastier than blueside. Malta, Devouring Earth, Nemesis, Carnival, Rularuu, those guys take a back seat to nobody on the nastiness scale.

    Be careful out there!
    Malta on my fire/sd no biggie carnies makes him cry

    nemisis are alright until I shield charged and got quadruple stacked vengeance and I folded like a cheap tent I figured out real quick take out all the bosses first then shield charge and clean up the fodder left
  4. Take out the gunslingers first that helps a lot and the Gunsligers bosses hit a little harder so make sure you gets those quickly
  5. Yes you can with Shadow Meld you can get to a 15 second gap so the way to go is high recharge and rotate Shadow Meld, Mog and IH
  6. Quote:
    Originally Posted by Jibikao View Post
    Speaking about enemy difficulty, Circle of Thorn is the weakest past lvl 40 for some reasons. CoT starts out strong (probably the strongest) and it's nasty with whole bunch of ghosts and a Mage with force field and earth control powers. The Earth mage era is also very nasty but after earth mage, the whole CoT group becomes the easiest to maul through. Maybe it's because both Carnies and Malta are harder which makes CoT easier..it seems.

    depends on what you play I laugh at Malta on my Fire/SD other than a sapper once in a blue moon getting me I just mow through the malta

    Now Carnies suck for /sd but on a /WP /da and /elec scrappers love fighting carnies because they have built in powers to deal with them
  7. Hejtmane

    Solo the Posi TF

    I soloed the old Posi all the time with no changes to my build have not tried the new one not worth the the merit return

    The easiest of the old one was my fire/mm blaster
  8. Is recharge is a little low a little more recharge would make your dps jump up some more
  9. Quote:
    Originally Posted by MagusJoseph View Post
    Something that's really irked me for the longest time for Scrapper/Brute Fire Melee is that half of the powers in this version of the set seem to revolve around swords. Don't get me wrong, the set is marvelous for damage but, if I really wanted to swing a sword around, I would've taken Broadsword or Katana or Dual Blades.

    In my humble opinion, Fire Melee should be about burning everything to a crisp and not about swinging around a sword(unless that's what somebody else wants).

    Perhaps some new animation options would be in order? I think that'd be awesome!
    I wish all the fire melee attacks where fire swords my self. Reminds me of Robert Jordan's Wheel of time where Rand wields the magic Fire Sword
  10. Quote:
    Originally Posted by Twisted Toon View Post
    I was playing through that time as well. The Global Defense Adjustment and Enhancement Diversification were both badly needed for the game to be anywhere near balanced. A single hero, no matter what AT they are, should not be able to aggro an entire map at once and survive.

    Then again, I'm that odd-ball freak blah blah blah.
    The biggest issue with ED and global reduction was Jack's handling of the issues and his disingenuous approach on the subject.In fact I think Jack's PR side hurt the COV launch the numbers where no where near what the hype that was coming out around initially and it had to do with ED. The word of month PR hurt the game and his bad bedside manner and pandering oh we want you to use more variety of enhancement but this is not a nerf was a terrible PR disaster.

    Yes the nerfs where needed it was way out of whack and no we are not even close to the stupid stuff people did back then.
  11. Quote:
    Originally Posted by Panzerwaffen View Post
    I even disagree with the 'lower end' argument. Since you mentioned frankenslotting, let's look at that.

    Pre-ED a player could slot a power with 6 SO's. Assuming an attack power slotted with 6 +3 SO's, that'd be a total enhancement value of about 230% in that one power.

    Frankenslotting with set IO's would give the same player a total enhancement value for that 6 slotted power of anywhere from 260% to over 350% depending on mixture of double, triple & quad aspect IO's used.

    Granted, the pre-ED player with 1 ACC, 5 DMG is going to hit harder. He's also going to miss more, use more endurance per attack, and attack much slower. Overall, less effective.

    In any event, I'm not sure comparing pre-ED and post-ED performance levels really has much relevance to the current concern of power creep that I mentioned. The game has changed. Game mechanics are different. We have new powersets, new AT's, new devs. The overall design 'philosophy' seems to be much different than what it was originally.

    I'm certainly not suggesting that this change is going to "unbalance the game" as one poster mentioned, or anything of the sort. Heck, I'm not even opposed to the change. I'm looking forward to seeing what I can do with my characters with the build flexibility this is going to allow. I'm just concerned about the direction we seem to be moving in. Inherent fitness is not going to be any kind of tipping point for game balance, but I think it does move us further along that road.

    At what point does the game become 'too easy'? I think that's a legitimate question to ask, when we have players that can solo Giant Monsters, solo AV's, or solo entire TF's that are designed around a team of 8 players. Heck, a player recently completed the RSF solo, which is arguably just about the hardest end-game content we have.

    I recently convinced my sister, who is a vet of several other MMO's including the big one, to come over and check out CoH. I was explaining to her some of the differences about CoH's game mechanics and how the right buffs & debuffs could turn a team into a steamroller, how powerful individual characters could be, and how much fun I thought our game was. Her response? "Well that sounds dumb. What's the point in playing a multiplayer game that is that easy?" She played for a couple weeks, got bored and left. To some extent, I can see her point...
    More endurance maybe but people also had HO's fully slotted out at 50% each spec before the nerfs

    Also Hasten was perma with 6 slots and gave 5% defense so you had your recharge without slotting you did not need global recharge so other than endurance I do not see much and if you farmed HO's you could hit so stupid #'s still
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    Y'know, since this is a Defense based character, he could also put in an unslotted Aid Self with one level 50 Heal IO and that would be a 30% heal right there backed by tons of Global Recharge and of course, the Defense to protect it from Interruption. It might not be in-character, but damn if that doesn't sound excellent for extra survivability.
    Aidself is awesome in fire/sd I have mine 5 slotted with Doctor wounds hay 5% global recharge and 500 hp per heal great when soloing AV's
  13. Quote:
    Originally Posted by bAss_ackwards View Post
    Werner, I know you're making this build to be outfitted on your character in the here and now, but are you interested in making an I19 version of this build?

    It's incredible the stuff you can add and rearrange with extra power picks and power slots!
    When that happens he will be able to keep combat jumping and SJ slap maneuvers in there and call it a day
  14. I was just trying to add a different angle I know sometimes you can take that and then leverage it another way . I will fiddle some more and try to throw another possibility out there

    Also would it be worth it in your fire circle sword to drop the end IO and put in a flurry -res proc ?
  15. While with i19 it may be easier fitness pool inherent

    gerr I am close I will have to play with it some more I added 5% more recharge but I am sitting at .08% defense short on aoe soft cap

    I also was able to drop in grant cover for your ddr you can change the order I just dropped it in where it was easy for me on your build

    I will play some more with it

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  16. Quote:
    Originally Posted by Werner View Post
    Well, I didn't die 121 times. I'm going to totally guess and say five times? No real idea. I wasn't counting. Didn't really care. Hell, I brought my Regen to the all scrapper ITF I did BECAUSE I thought it would be challenging what with him having no defense debuff resistance. My Super Reflexes would have been boring.

    Look, part of the reason for doing an all Scrapper task force is to just cut loose, and not worry about squishies, and not worry about doing anything "right", and just kill or be killed. So what if you get separated from your group, dive into a pile of enemies you don't think you can handle, and it turns out you were right? It's just a trip from the hospital.

    Play MoSTF if you want. Play right if you want. I was just there for the Scrapping.
    Amen one of the funnest stf's I ever did point blank
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    Well, until recently it was because both sets had things in them that no other set offered.

    Dark Armor had significant Psionic resistance, when it was designed no other set had any resistance at all to that damage type, only Ice and Stone had any protection for it at all, and it was defense, not resistance. It also had fear protection, and end drain resistance, two other things nothing else had in abundance. Dark Armor also had more control options than any of the other armor sets, that is actually mostly still true.

    Energy Aura, Electric Armor, Willpower, and Ninjitsu have Psi resistance or defense in them now......but none of those sets existed when Dark Armor was designed.

    Fiery Aura originally did more damage than any other defense/resistance set, and remained that way until Shield Defense was released last year. Fire Tanks used to herd entire zones into a single dumpster (this was before agro caps or collision physics) and kill 85-90 baddies at once with Burn (6 slotted for damage of course, that was also before caps on AoEs)

    Since those two sets could do things nothing else could do, it seemed fair to give them weaknesses nothing else had. And it wasn't like they were saying DA and FA couldn't have KB protection at all, since Acrobatics did (and still does) exist to fill that hole in the sets.

    There have been complaints over the years about that lack of KB protection, but I for one think it's fine how it is. Both sets offer enough that an easily rectified weakness isn't really a weakness at all.
    Well except Dark Armor when it first came out was worthless because you could not even stack the armors. The original reasons made no sense then nor does it now.

    Acrobatics does not feel the hole compared to the other sets it use to before a nerf now it sorta helps along with IO's but you still do not have resistance and why do those sets forced into a pool power to cover a hole that none of the other sets have that go into melee. Will Power and elec have KB protection so the damage aura does not hold water nor psi resistance as a reason. Shields is an offensive set +damage and SC has kb protection.

    It comes from an old excuse that never made sense then nor does it now.
  18. Quote:
    Originally Posted by KillerShrike View Post
    "unless I use my clickies" being the key thing there.

    I'm saying that the nature of Regen is that you have tools to scale upwards to offset harder hitting opponents (i.e. your clickies), while WP auto-scales outwards to offset weaker hitting opponents as its +regen scales to the number of foes in RttC's aura - but it has no way to scale upwards for opponents that hit harder than usual.


    Put a different way, the number of hp you regain per second equates to the amount of incoming damage you effectively ignore per second unless it takes you below 0. Regen has a baseline but provides tools to actively spike the number when necessary. WP automatically load-balances itself with RttC but has no ability to actively spike itself. So, vs minions / weaker hitting opponents against which the auto-escalation of WP covers the additional incoming damage WP just hums along; for Regen anything over capacity requires the player to push a button to react to it...but it gives you those buttons so that you can click them pretty reliably. Thus WP is more reliable and Regen more erratic, but Regen's peak is higher than WP's peak.

    IMO, YMMV, etc
    I have to disagree with some of the stuff people with Will power has pulled off I say that the peaks are closer than you think
  19. Quote:
    Originally Posted by Deganji View Post
    So Mid's is wrong then? It says that both sets get 498% regen with toggles, no click powers. What confused me is that Willpower jumped up to 946% with RttC surrounded by it's 10 mobs max.

    Thanks, that's what I wanted to know.
    No by default mids has 1 target selected in range over on the power side you can see the totals and move it from 1-10 and you can modify it for zero in the database if you want
  20. Quote:
    Originally Posted by Werner View Post
    Well, I haven't TRIED slotting defense debuffs, but the power description says it's -7.5% defense, so I made the assumption. Let me go check in game.

    BAH! Yeah, it won't let me slot for it, even though the power does it. I'm giving you bad advice. Still, great power. I'm bummed, though.
    Yes the debuff is unenhanceable and CAK is the better power of crane kick
  21. Quote:
    Originally Posted by SpiderTeo_OC View Post
    I noted in the recent Scrapper Issues List that Regeneration is the only secondary that has no form of debuff resistance whatsoever. All of the other sets have some sort of debuff resistance in some way, whether it is something small or large, from -recharge debuff to even -regen debuff resists.

    I was running a +2/x4 Tip mission with Carnies on my MA/Regen last night, and I was getting eaten up by those mobs with all their debuffs: -def, - regen, -rec, -end, -dam, -to-hit, etc. With no native debuff resistance or even +defense, I had to consistently eat 2-3 purples for some mobs just to avoid those debuffs, even with Instant Healing up and running. It was not fun with all the hospital runs.

    So I was glad to go against Nemesis on the next mission, despite their perma-vengeance.
    Carnies due the same to my shield they chew him up it also does not help the ring mistress and the master illusion have a few attack that are psi gerr. I have to dance around and pull around a corner to get off aidself and if I am on my ball of lighting build I die more often they go through my greens in no time
  22. I was on with Melted Copper my fire/sd I am the one with the shinny shield
  23. Quote:
    Originally Posted by Werner View Post
    I was on one. It went fine, though it's the only STF I've been on, so I have nothing to compare to. There were some deaths during Ghost Widow, but it wasn't close to a team wipe. I forget who tanked Recluse, and with what build, and I didn't even ask about inspiration load out. I think the repairmen were bugged at the time, making it even harder, so the towers were what really took a long time. It'd probably be easier now. As I recall, we'd loaded up on temp powers in case we needed them, but didn't end up needing them, so didn't use them. Do eeeeet!
    It was a Broad Sword Shield that Tanked Recluse and yes the towers is what caused us the biggest issue due to the repairmen bug. I was one of two people to die to GW and man that was not even my good fire/sd build that I have now. She never got her hold of on us.

    We did this on the test server it was much fun and before that we did an all scrapper ITF
  24. Ok Ball of Lighting Crits like normal attacks I been using it and the normal crit rate fireball when get ball of lighting gets
  25. Quote:
    Originally Posted by Streethawk View Post
    Well both in regards to the OPs and in regards to your stalker, it is easy to reach "soft-cap" with the Super Reflexes set (either scr, sta or bru) even with use of Weave. My issue with doing it without Weave is a I don't like simply acheiving soft-cap when there's so many mobs like to debuff defense. I like to go a little above and beyond.

    Plus there's the perspective of doing a doing concept toon. I usually tend to play a toon more if it's a concept I create from the beginning and I really flesh it out including bio and level progression that fits within the CoH mythos/universe. But the question always is.. how much are you willing to sacrifice for a concept? If your concept is a "natural" fighter, then I'm almost always willing to skip the travel power. Makes it a pain for going zone to zone, especially on a tf/sf. But like I said, how much are you willing to sacrifice to maintain both your min/maxing and concept for certain easiness of mobility and such.

    Maybe posting what build you currently have might help us where we can "trim the fat" to drop Weave and pick up Physical Perfection for you.

    You realize /sr has 95% debuff resistance so not much to worry about on the debuff side of things