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Posts
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Joined
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I think of blasters being able to easily reach their hp cap as a feature, personally. Granted, this does make Hoarfrost an odd power to have in the Cold pool. But I don't think the reasoning for buffing the Stalker HP cap applies to Blasters here.
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It is definitely possible. Here's my Fort build, just as an example.
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I doubt the trials have specifically reduced drops. Rather, the drops are split between many people, and most trials you're not even fighting very many enemies compared to what you would on many task forces or normal missions. These two things together make drops seem rarer than they would normally be. I've definitely gotten purples and other good drops on trials, though, so they do exist.
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He's totally right, though. /Fire can be quite squishy even with the Fighting pool and a decent IO build. Without either of those things, you're relying on your 30% resistance and a moderate heal every 20 seconds to keep you alive, and they often won't. Nothing wrong with Rise of the Phoenix, though - it's a huge nuke/stun, and makes you invincible for 15 seconds. With no Fighting pool, you won't have to spend as much time toggling back up, either. I personally still prefer not dying in the first place, but RotP makes the death a non-issue.
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Some costume pieces are free only with a VIP subscription - the IDF/Defense pieces, for example. If you've recently gone Premium, that could be the issue.
The more common source of this problem is that some categories and such have been shuffled around in the costume creator, so your costume pieces still exist and are accessible, but you'll need to re-select them from wherever they're found now if you want to change the costume. -
As a workaround in the meantime, you could try to find a friendly native redsider, and have them lead the team and run the arcs. I'm not positive it would work, if the issue is that it doesn't think you have the prerequisites, but it's worth a try.
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Quote:I'm not sure what you mean by this - Foresight has no drawbacks. It provides:i noticed it had a bunch of -'s to it so i wasn't sure if it was all that worth it
resistance to Psi damage
resistance to mez effects (note that's resistance, not protection, so you'll still want Indomitable Will)
resistance to all damage types that scales up as you lose health, like Super Reflexes
Bonus defense (this is the biggest reason you take the power)
Not a minus in sight. -
Quote:If you want it to have a "building power" feel, just give it a long activation time with a suitable animation. How does it make sense? Well, you've just activated cold FUSION, which is just about the ultimate power source. The energy needed to run your normal toggles/attacks is a drop in the bucket compared to that.It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested.
Being held definitely suppresses toggles on melee (and completely turns off toggles that affect enemies), just like on squishies. This isn't usually an issue because melee have mez protection, but if you get hit by enough mez magnitude to overcome your protection, you will definitely see your toggles suppress. -
Quote:I prefer to skip the plain damage one - almost all of its enhancement is wasted over the ED cap if you have the other 5 pieces. 5% toxic resistance isn't an awesome set bonus, anyway. Also, 6-slotting Armageddon means you can't put in a Force Feedback proc.Even I only 5 slot Purps, and I am purp crazy. i usually skip the rech/acc one. Because my builds tend to have a lot of +rech/+acc bonuses.
Also, if we're talking about a 2.5b budget, the Armageddon set would eat most of the budget by itself. You'd be better off spending that on LotGs, Kinetic Combats, etc. If inf is a complete non-issue, Armageddon is a fine set for footstomp, of course. -
I play on Freedom, and here, while red is definitely less populated than blue, it's still not terribly difficult to get a team, especially if you're willing to lead. The weekly strike target (http://boards.cityofheroes.com/showthread.php?t=251519) is a popular task for teams, and I see teams running tip or newspaper missions quite often.
There's also the option to turn rogue now, allowing you to travel to Paragon and team with heroes rather than being locked in the Isles. -
First, check the popup Options menu on the map. For some reason, many icons are off by default now.
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I would much rather skip Selection than Mending, as well. I'm sure you could get by without it and/or Time's Juncture, but I'm having a hard time imagining a build so tight it can't fit such excellent and key powers in.
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Quote:Mauk's link seemed to be replying more to the "pretty beastly" than the actual mechanics of it. 1.76% isn't terribly beastly. Good for a single non-purple enhancement, but it won't transform a build.I could be misunderstanding. I thought it modified the crit rate on a per-attack basis? As in, attacks with higher base crit rates will be improved more. I assumed that mauk was informing me that no! Such is not the case. It only improves by the basic minion scale.
I don't know who to believe anymore! What is it doing, and which behavior is working as intended?
Some posts from Codewalker and Arcanaville have said that the crit boost actually does not provide a larger increase to 15% crit attacks, for technical reasons or something. As far as I know, nobody's yet done any testing rigorous enough to tell the difference between a 17% and 18% crit chance with any degree of confidence (you'd need a huge sample size for that), and the difference is small enough that it borders on academic, so for now I just take their word for it. -
There is almost nothing about this build that doesn't need to be changed.
You've included purple enhancements and have level shifts in your signature, so I'm going to assume you have a fair budget for this build, in the 1b+ range.
You have several set bonuses which are wasted due to the Rule of 5. Mids can show you this under Window -> Sets and Bonuses.
Force Feedback procs are not very useful in single-target attacks. You would be much better off using one in Footstomp, where it gets a chance to proc for each enemy hit.
High Pain Tolerance's most important feature is the +hp, not the resistance, and it should be slotted as such. You can slot it for resists also, but only after you've got good heal slotting.
Knockout Blow is an attack. It needs to be slotted primarily for damage and recharge, not hold duration. It also has high base accuracy, so you can get away with less enhancement for that than you would put in most powers.
You need to consider what the power actually does when choosing which enhancements to put in it. Fast Healing doesn't cost endurance and doesn't have a recharge time, so use the Numina heal/end or heal/rech instead of the end/rech. Indomitable Will is a defense toggle, it doesn't need to be slotted for recharge, so use the def/end and def/end/rech instead of the def/rech and end/rech. Similar for your other toggles.
I skip Resurgence because it's a terrible self-rez (usually you die again before you even finish standing up), but if you want to take it, don't bother slotting it for endmod. It already gives +200% recovery, more is unnecessary.
I find Hand Clap counterproductive on a /WP, since it knocks enemies away, where they no longer boost regen from RttC.
Melt Armor is a very weak debuff on a brute, with a very long recharge. It's not worth taking.
With some of the more egregious "don'ts" out of the way, here are some "dos":
Aim for typed defense bonuses, especially smashing/lethal and energy/negative. +hp set bonuses are also good. Regeneration set bonuses are a drop in the bucket with how much regen /WP already has, so don't go out of your way to get them.
Slot your attacks sufficiently. A good attack you use a lot should almost always have 5 or 6 slots.
If possible, take the Fighting pool. It's a significant boost to durability.
Get enough slotting in Rage and/or enough recharge bonuses to bring its recharge to less than 120 seconds. Not only does this let you get the damage bonus all the time, it negates the defense crash.
Here's a simple rework, I left your power choices the same, changing only slotting:
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Quote:I'm not sure what you mean - it does work as advertised. Indeed, Bill got those numbers by plugging it into a spreadsheet, not in-game testing.Well if that's the case it sounds like beta scrappers need to be lobbying for fixes so it works as advertised.
1.76% doesn't sound like a lot, but the superior version gives twice that, and moreover what do you expect from ONE slot? -
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I don't know (or especially care) how exactly it compares to the other ATO sets, but the scrapper set compares very favorably to IO sets. Every set bonus is useful, and it lets you get both recharge and S/L defense from the same power, even in an AoE. It doesn't even have Obliteration's severe endredux problem. The crit bonus is gravy on top of all that.
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Quote:I'm quite sure I remember cutscenes even in the Praetorian single-player-only missions. Couldn't skip 'em there, either.There are cutscenes in missions that can be single-player. Or eight-player.
Besides, like Aggelakis said, it could be made to skip only if everyone agrees to do so, which would nullify this objection. -
Quote:How very weird.While we're on the topic of DDR and Shield Defense, I was looking into it to verify some numbers, and noticed that the Tanker and Scrapper version of Active Defense have the defense debuff resistance and kb protection set to CANCEL when Held, Slept, or Stunned.
I guess it explains why my shield scrapper usually gets knocked by the regeneration terminals exploding in Keyes, though. I'd wondered about that. -
What side do you pick more than others? Predominantly hero. I've got a couple vigilantes and rogues, but very rarely play full villains. Not sure why.
What play style do you prefer? Melee types mostly - I like the direct approach.
What power set(s) do you favor? Whichever sets I've chosen for the character I'm most attached to currently. Changes over time.
What zones do you like the most? The Shadow Shard! I don't often go there, because there's not much to do, but visually, thematically, and even just in terms of getting around (gravity geysers!) I like it a lot.
Do you usually play as a male or female (word of hatred) ''toon''? Most, but not all, of my characters are male.
Views on Role Playing? Even though my gaming roots lie in pen-and-paper RPGs, I find it hard to take roleplaying seriously. In my head, most of my characters have a concept and personality to some degree, but I almost never get into character.
Servers? Used to play on Triumph, I later moved to Freedom. -
We've already got lots of arcs dealing with technology, magic, mutants, etc. They just aren't locked to character origin.
Frankly, after the Origin of Power arcs, I don't want to see any more writing trying to explore origins. -
It's both a pro and a con. As you've said, it prevents market abuse. On the other hand, if I choose to retire a character with store-bought sets, I can't sell or trade them in for things another character needs. They're still not useless, of course, since I can send them to another character, but it's less flexible than a normal IO.
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Quote:...uh...Shields stength was never even meant to be about facing an AV or better, shield is a trash mob killer set. a FARM set if you will. The only people who take it and get what its for are farmers, or concept players who dont sweat the numbers.
I really have no idea where you've gotten this idea. Shield is a top notch set for general play. It does thrive in crowds more than against a single target, but groups of enemies still exist in many places (in fact, ALMOST EVERY PLACE) outside of farms. -
Quote:If we choose an enemy with exceptionally heavy auto-hit defense debuffs, sure. And if we pretend that 45% defense is "safe" and 40% is "unsafe" rather than merely "less safe", yes. The first is not common, the second is not a good assumption. Even with 70% DDR, the amount of attacks needed to cause severe cascade failure will usually kill you by themselves, before the debuffs are even an issue.Let's say you get hit by a 30% defense debuff, say something like Anti-matter's RI. With 83.3% DDR that would deal 5% after resistance, a change in magnitude of 1/6, or perhaps a reduction of scale 6. That would make 50% the "safe-zone", the required amount to be safe from a single debuff.
Now let's return to shield assuming 70% DDR after the change and 95% before. If hit by that same debuff, shield would take 9%, making 54% the "safe-zone". Under previous levels of DDR, shield would have taken 1.5%.