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Posts
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Quote:IMX, there are very few enemies that a Scrapper can defeat but a Tanker can't. They exist, but they are vanishingly rare, composing a tiny fraction of AVs which are already a tiny fraction of all fights.Tanker offense, as it is currently, is just plain inferior to Scrapper offense, regardless of what the enemy is and in any situation. In fact, one could argue in the game they got it backwards, as there are enemies that a Scrapper can defeat because they can overcome the regeneration that a Tanker can not.
Enemies that Scrappers/Brutes can't defeat only because they can't survive but a Tanker can survive and can defeat? Not so much. And saying that's OK because Scrappers and Brutes are allowed to have their cake and eat it to doesn't fly with me. That isn't fair to Tankers and that isn't balanced.
Unless you're going to compare a scrapper built for AV-soloing to a Tanker built to not be conducive to that, which would be silly. -
Quote:Are you seriously claiming that a chance to stun one minion at a time is overpowered? It's not even noteworthy. Stone Melee can stun all the minions and half the lieutenants in a spawn in less time than it takes Energy Melee to stun one target, can Hold a boss guaranteed with a single power, has knocks, and does better DPS without even damaging itself.fix a powerset that has a chance to mezz minions and lt's with practically every attack?
are you asking them to nerf it? -
Quote:Yes, but only when he can remove the power differential. If they were at or near the same level, Batman should plausibly be able to hurt Superman to some degree without using Kryptonite or any such thing at all. But he can't; not even close. This is not at all isolated to Superman - comics are filled with characters of differing power levels, where some heroes (even on the same team) are wildly more powerful than other heroes. A Scrapper can defeat enemies more quickly than a Tanker, but Thor can take down enemies that most heroes - or even teams of heroes (including sometimes the Avengers) - can't defeat at all.But Batman has blown out Superman's lights on several occasions, which would be an impossibility if he was 20 levels below him.
I see no reason to think comics have a level cap, nor that all comic book supers converge to a similar level range. I see lots of reasons to think that they don't do that. -
Quote:At 1.25 PPM, it will have a 90% proc chance as long as you're not using a recharge alpha. Worst case would be ~95% slotted recharge:Your saying it's at the 90% cap when slotted for 90-97% recharge? or is that without any recharge slotted?
1.25*(1.17+90/1.95)/60= .985 = 98.5%, capped at 90%
If you ARE using a recharge alpha, then the worst case is ~125% slotted recharge (with Spiritual Core Paragon)
1.25*(1.17+90/2.25)/60= .857 = 85.7%, still not much of a decrease.
You may be right about Performance Shifter; we'll see once it reaches beta. -
Yes, it can be done. Dark seems to work better than Bright.
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If you're interested in new stuff in the market, check the market once a week. Annoying, pointless popups are both annoying and pointless.
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Quote:Also, the current (on beta) 1 PPM on the Gaussian proc will become 1.25 PPM in i24, which means it will have a 90% proc chance as long as cycle time is >=43.2s, which means recharge time >=42.03s, which means you're fine as long as you slot no more than 114% recharge in the power, which isn't even possible without severe overslotting or a recharge alpha. In the absolute worst possible case (where you for some reason slot Build Up with five 50+5 recharge IOs, and use Spiritual Core Paragon), your proc chance would plummet from 90% all the way to... 77%.The new proc chance is based on recharge amount slotted into the power itself and not global recharge. My current planned build has no slots in build up other then the one it comes with. So it has 0% slotted recharge enhancement value.
So... yeah, not much to worry about on that part.
I'm pretty far from convinced that Katana will be dethroning existing favorites, though. I don't know how many TW/FAs are running around, but they should be at least as competitive for most of the same reasons. -
Flirt, then Crass, then Crass again.
I don't think it matters which magazine you choose in the second part, just do all the conversation options for the one you choose. -
Bio Armor has much higher defense against exotic types than S/L. If the attacks are checking against another typed defense as well, the defense from Guarded Spin will provide little or no improvement over your exotic defenses. Thus, Guarded Spin is only a significant benefit against pure Lethal attacks.
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Quote:Fortunately, they also don't exist in CoH for the most part. Tankers don't deal exceptionally high damage, and that maybe has room to be somewhat higher, but it's far from "feeble". 2/3 of Scrapper damage is still a lot of damage.You say that the only thing that matters is what a character can take relative to what they can dish out. Characters with feeble offense and superior defense do not exist in comics for the most part.
The last time I said such a thing to you, you told me I must be tripping shrooms with a bucket on my head while sitting in a cave, on Mars. I look forward to the delusion you accuse me of this time around. -
...yes, and enhancements and inspirations and team buffs and...
Water has access to all the same Build Up powers that Fire Blast does, and the difference between Aim's and Tidal Forces' damage buff is not nearly large enough to make up for Geyser.
For the third time, I am speaking from experience. My Water blaster has better AoE than my Fire blaster.
I don't agree that Water will be ahead in i24. Water stands to gain the least of any Blast set in i24. Geyser's advantage will be way smaller compared to other nukes, Dehydrate will be way less valuable, and Water's single-target damage will fall significantly behind compared to other sets. If you think it's not ahead now, you DEFINITELY won't think it's ahead come i24. -
Hard to beat, yes. But not impossible. Fire Ball - RoF - Fire Breath - Fire Ball is 384.14 average damage, base. To compare the directly analogous chain, though, Water Burst - Whirlpool - Steam Spray - Water Burst is 376.57 damage if you have zero Tidal Power for the first shot, and 390.64 if you have 3 Tidal Power. The Fire chain takes 7.524s, the Water chain takes 8.976s. And it's also worth mentioning that Steam Spray has a significantly larger area than Fire Breath. Also, although it doesn't show in calculations, the knockdown in Water Burst helps prevent enemies from running out of the Whirlpool.
They're pretty close in terms of AoE power before even counting Geyser at all. Once you add in a full extra spawn wiped out every ~60s, Water is quite clearly ahead. i24 will narrow this gap considerably, of course, when Inferno no longer crashes (and Water's healing advantage will also be diluted by the addition of Sustain powers), but for now, in my direct in-game experience, Water has even better AoE damage than Fire does. -
Geyser is knockup, so it will never turn into knockback.
Water Burst is knockdown, and theoretically if it hit on exactly the same server tick as the OF proc the two magnitudes could stack to cause knockback (I think?), but that should not happen very often at all.
Is the OF proc still not functioning, though?
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I don't think a Burn patch effect can be NOT AoE, although it is not necessarily large.
I have no experience with the power at all, though, sorry. -
Quote:1. By your definition, only one.
- How many characters have you fully incarnated?
- How many characters have you incarnated?
- How many characters have you rolled with the intention of making them Full Incarnates?
- Do you have any characters that you, for whatever reason, are not going to make Incarnates?
2. 10
3. Zero.
4. Aside from characters that I no longer play at all? No.
Quote:In comic book terms this is the big world shaking event. (That is right before the reboot*) This is when Superman, Batman, Ironman, Hulk, Lex Luthor all put on their game faces, and somebody makes the ultimate sacrifice to save the planet. Well our Incarnates are now playing those same rolls. And, to use a comic book term, there's only so much page space. Even if that page is a fold out poster we still can't fit all the Incarnates onto it. Not to even mention all the sub level 50 heroes. So we have to limit our cast somehow. My query to you is... How? -
IMX, it is currently pretty competitive with Fire Blast, overall.
Major points in Water Blast's favor:
-Knocks
-Self heal
-Better AoE, and significantly better burst AoE (Geyser -> Steam Spray can instantly flatten a spawn twice as often as Inferno can be used even in theory, and practically speaking can be used far more often, since there's no crash)
Major points in Fire Blast's favor:
-Better single target DPS
My Water/En is only 42 currently, but can solo on x8 with bosses quite comfortably. Considerably better than my Fire/MM did at the same level, actually. -
Quote:Define "hang out with".Is there an SO toon that can hang with a pimped out incarnate toon?
ANY just one?
If you mean "be roughly as powerful as the same powersets plus IOs and Incarnate powers"? No. IOs and Incarnate powers are obviously far better than SOs and no Incarnate powers.
If it just means pulling their weight on a team, though? Yes, definitely. The vast majority of SO builds can do this with a mildly competent player at the wheel.
And yes, if your brute (any brute, really) can "barely" handle +0/x1 without bosses, you're doing something (or many somethings) really, badly, dramatically, horribly wrong. -
Yes, I did read them, but the OP (at least, to my reading of it) wasn't particularly insisting on getting the portal exactly at 14. One can't do any flashbacks yet at that level, after all, and won't yet need to do much zone-hopping.
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If you're talking about the Average Damage in-game, that's just a display issue. It's including all the damage ticks for 0, 1, 2, AND 3 Tidal Power, when of course the actual power will only deal the damage for whatever level of Tidal Power you're at when you activate it. At 3 TP, that's 31.28+93.84+11*10.66=242.38 damage, which is slightly more than RoA (225.2) or Overcharge (219), and slightly less than Hail of Bullets with Incendiary Ammo (254.6).
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Since the proc doesn't stack, there are definitely diminishing returns on slotting a bunch of them. One in every attack is, IMO, probably too much. I prefer 1-2 for the whole build. However, this really depends more on how often you use the power it's slotted in, and only indirectly on how many of them you slot, so if you have one in a very fast power like Gambler's Cut, you will gain much less benefit from additional procs that somebody else with a single proc in Disembowel.
Quote:But you are also more likely to gain reduced benefit from the proc due to the non-stacking. If the goal is "better safe than sorry", you should use a damage proc, since it always does its full damage, and will never be rendered irrelevant by what your teammates do. Whether the increased damage outweighs the increased odds of stacking problems will depend heavily on the team.I understand that; what I'm referring to is that the more -mates you have, the more utility a single AH proc can provide. You're more likely to hit (or even surpass) that '360' marker as your team/league size increases; while a damage proc remains fixed in its benefit. -
Quote:Experienced appears 4 times in the Paragon Rewards tree, giving 5 charges each time. Specifically, it shows up in tier 2, tier 4, tier 7, and tier 8.To be fair Experienced is a Tier 7 reward, and new players won't get that one without dropping some cash.
So yeah, a new player won't have the full 20 charges, but they'll have 5-10 pretty easily. -
I have actually found this character to be very endurance-friendly. I rarely even have to use Conserve Power, and blue inspirations just waste space in my tray. Granted, I don't have Maneuvers or Shark Skin yet, which may change things.
The Force Feedback proc only lasts 5 seconds when it goes off, and does not stack, and is very unreliable in single-target attacks, so it's not going to get Geyser anywhere near a 45-second recharge. -
TFs can be good XP (some more so than others), but soloing on high difficulty settings is also excellent. You might be surprised how well many characters can solo on x8 with smart inspiration use: enter the mission with a tray full of purples, use them as often as you need to stay at or near the softcap, and a character with decent AoE can earn inspirations as quickly as you need to use them.