Issen

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  1. Quote:
    Originally Posted by blueruckus View Post
    Theme wise, we know it's great. We get it.

    Performance wise, I wouldn't personally consider it top tier and it seems I'm not alone in this opinion. Yes, every set can be made to work out if you're a good player with a good build, no one is questioning that. However, if you start talking min/max and sheer numbers then we come to the conclusion many have already mentioned here.

    Stalker seems to be the AT that makes out the best with this set. The other ATs will have to settle for 'just for fun'.
    Well thank god the game is about more than just maxing your target cap and DPS, yes?
  2. I realize this is mostly a math-driven thread, but I feel like I should say something:

    Okay, so the DPS is 200, which is low for a Scrapper set.

    ...So what?

    Yeah, I know, the obvious counter-response is that it shouldn't be so low. But really, in the long run, unless CoH suddenly gets tossed a massive difficulty spike, does it matter?

    I mean yeah, TW is a great set. I had a TW/Elec Scrapper at 35. I also dumped it and rerolled it into an MA/Elec. Why? Because I couldn't get over the ridiculous end useage. Even with Power Sink, I was frequently bottoming out and it was pissing me off. Not to mention the fact that missing any attack when you're trying to START momentum is painful.

    So sure, mathematically, TW is a great set. But while I know the forums are great for number-crunching, I don't think they take into account what a player will feel like using or just personal perference. Sure, ELM is a stupidly good Stalker set. But unless I have a concept for it, why would I make an ELM stalker? Because it's one of the best AoE Stalker sets?

    Now, before anyone starts the slippery slope of "Well if they don't do something now, then later sets will just be more of the same!" I don't think that's the case. Beast Mastery has poor performance, but they KNOW that. They just don't have the time to sit down and work out a compromising fix.

    But I don't think every set should necessarily always be as hot as StJ or TW. Otherwise the escalation would wind up making almost ALL the old sets utterly obsolete.
  3. Fighting: Mostly on Melee ATs. I will take it on ranged DPS if I have the slots.

    Leadership: Mmm...this is situational. Obviously every MM I have takes it. Otherwise, case-by-case.

    Concealment: Grant Stealth and Stealth are good powers.

    Movement Pools (Leaping/Speed/Jumping/Teleportation): Again, situational based on the characer. I've actually completely foregone movement powers on a select few characters.

    Medicine: Highly underated. Sloted right they heal for a great amount and are difficult to interrupt. I leave out Stimulant because I don't often get in a situation where a friend gets mezzed and needs to be let out RIGHT that moment. And often I don't have room for Resuscitate. When I do, it's great.
  4. Quote:
    Originally Posted by Memphis_Bill View Post
    Heh..... yeah...

    And I remember how well THAT went over for Alpha. Damned if they do, damned if they don't. But I'm sure they know that by now.

    I see two things that make me happy:
    1. "End of Praetorian arc."
    2. Free costumes.
    ...You do realize we STILL have Praetorian Hamidon running around, yes?
  5. Issen

    MasterMind Thugs

    Quote:
    Originally Posted by MMArchtype View Post
    I doubt that.. there is an arsenal of powers... dark can't always just be the answer...
    I think it's more of the fact that Dark works amazingly well with thugs. Twilight's Grasp offers good healing for your pets (especially since the range of the heal was improved). Tar Pit is -speed and -res, and given all the ranged attacks and the fact Enforcers AND the Arsonist can Scourge? Fearsome Gaze helps deals with those annoying alphas. Shadow Fall adds defense to you and your pets (which when stacked with Leadership does add up). The Hold is okay, though really only necessary if you want to stack it with Dark Servant. And well...Dark Servant is Dark Servant, we all know why Fluffy is awesome.
  6. Electric Armor or Energy Aura are solid choices.

    And while Brutes benefit more from the raised resist cap, they're both great choices for scrappers.

    I have an MA/Elec Scrapper with capped energy resist, and 60% S/L resist.

    Now, Energy Aura is typed defense, not positional, so Guarded Spin won't help as much, but it's still good (every little bit counts).

    It's largely a matter of preference.
  7. Quote:
    Originally Posted by BrandX View Post
    So we're all agreed. What really needs improving is Dual Pistols! MORE DAMAGE, little tweaking of animations! \o/

    <_<;;

    What?!
    Damage, sure.

    Animation tweaks...not so sure.

    I don't think you can "tweak" the animations to cut down on them. Only attack would be Piercing Shot, and you could possibly shorten it by not having the character throw the guns so high into the air.
  8. Here's the thing, and I'm sort of surprised no one thought of this:

    If Zwill is accurate in saying he has a release calender. Then it doesn't matter that Staff was ready before BM was. They have a schedule they're obligated to keep.

    It doesn't make logical sense to us, sure. But Paragon has deadlines and marketing and all that jazz. If their deadlines said "Beast Mastery released in this timeframe" then they HAVE to release it. Why?

    If they don't or if it's late, they it sets back their ENTIRE release schedule. Likely everything has to be rearranged so that items are released with proper spacing.

    Besides, sure, BM isn't quite up to snuf, but that CAN be fixed, and that's likely easier than them having to completely redo their release schedule.
  9. Quote:
    Originally Posted by Arcanaville View Post
    It does not say that. It says Blasters underperform comparatively.

    If I were to hypothetically say women on average make only eighty cents for every dollar men make at the same jobs, that doesn't mean all women are poor. It means there's a statistical skew there that probably shouldn't be there. Individual experiences can vary wildly, which is why its so important to look at very large numbers of people when trying to determine if the playing field is actually level.

    Observing the experiences of one man and one woman in the workplace can't tell you if there is a problem or not. But it might give you insight into where the problems might be, if you can otherwise prove there is a problem.
    Sorry, I was speaking of Blasters when I said 'me', since I'm referring to my experience with Blasters. My apologies.
  10. I can't argue with the math. That'd be silly.

    But I feel there's a serious disconnect. The math tells me that I underperform comparatively.

    But not once have I ever felt that. Sure, I've wished I wasn't so easily mezzed. But I've never gone "Man, if only I was doing more damage." or "Man, if only I wasn't faceplanting twice every mission." And my first character (a Blaster!) was a DP/Dev, so not even an optimal combination.

    Maybe I just play differently than most Blasters do or something, but the math and my personal experience don't connect, at all, whatsoever.

    Is this normal?
  11. Issen

    Staff 'n stuff

    I can't decide if I should go Staff/EA or Staff/Elec.
  12. Kheldians need help? After the buff Peacebringers got? Admittedly I preferred Solar Flare to be a Footstomp rather than a Hand Clap, but that's just because Aesthetically I'm a -huge- fan of Footstomp. But really, IMO Kheldians don't need much help.

    I've got a Peacebringer with Perma-Hasten, Perma-Lightform, and Perma-Inner Light. Hell, the crash at the end of Lightform can wind up -healing- me if I've been smacked around a bit.

    Scrappers do NOT need help. Yes, they don't bring anything particularly unique to the table, but their performance is always solid and consistent, which makes them my favorite AT ever. One of the times that being 'The Mario' is a actually an advantage. I'm not sure there's any other AT with such reliable consistency in their output.

    Masterminds do need AI-fixes. Rather badly too. As far as specific primaries? Mercs do need some help (almost entirely in Spec-Ops). Ninjas? I don't think so. They're squishy, sure, but good lord their DPS output?

    As far as other ATs? I don't think anyone else needs help really.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    Yes, please make the incarnate content even more trivial for my MM.
    This. MMs were already sleep-walking through Trials. Even pre-nerf Keyes was essentially a snoozefest.

    MMs only need help with regards to Pet AI, which isn't really related to specific content.
  14. I have an FF/BR Defender. It works beautifully because I just toss up my bubbles, toggle Dispersion, and then draw the rifle and go to town. Admittedly my damage isn't nearly as hot, but it's great. Only time I get redraw is recasting bubbles or when I go to use Aid Other/Aid Self.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    In my opinion, only beast and demon attacks are worth taking. All the others are basically inefficient uses of endurance. More info in my guide.
    It depends. Merc's have Burst, which can fit an AH proc. Sure, your minions can as well, but every little bit helps. The Grenade can be slotted with Force Feedback, with helps your secondary (Plus ranged pets don't usually care about knockback -nearly- as much as melee).

    Necro...well, if you're taking a secondary without a self-heal, Life Drain is great, otherwise I'd just stick with Gloom, or skip.

    Bots...I could see Photon Grenade for it's AoE and stacking with your Protector Bots, but that's about it.

    Thugs...yeah, Empty Clips, shove a Force Feedback into it and call it a day.

    Beast is great, but Call Swarm seems pointless. The DoT is lethal, piddling even when it's not resisted, and only has a "moderate" chance of adding Pack Mentality. Meanwhile Call Hawk offers better secondary effects and Call Ravens is a -fly CONE.

    Demons is the only one where taking all three (IF you have the slots) is worthwhile. Otherwise I take Corruption and Crack Whip.

    Basically, there's room for use on the personal attacks, especially at low levels when you don't have either many pets and said pets don't really have a working attack chain. But otherwise I'd agree with you.
  16. I'm curious how people rate them, which they take, and how you slot them!

    Me personally, I rate in the following order, descending from best to worst

    Demons
    Beast
    Necro
    Mercs
    Thugs
    Bots
    Ninjas

    Ninjas is undoubtedly the worst of the personal attacks since it doesn't take hardly any procs and doesn't have -any- secondary effects. Demons being the best is pretty darn obvious.

    I rate Beast higher than Necro because Beast not only has good secondary effects, it helps with the set's own mechanic.

    As far as taking them goes...usually I skip the 1st personal attack unless it's Demons or Mercs.

    Usually Personal Attack 2 and the AoE Personal Attack are all I need.

    Slotting...mostly with procs. Depending on the secondary, Decimation or Entropic Chaos
  17. /Ice and /Nin are just hilariously good. Ice has the issue of being visually ugly as sin though.
  18. Quote:
    Originally Posted by John_Printemps View Post
    I've taken it specifically for Incarnate Trials. More specifically in scenarios like the BAF, I get impatient waiting for a Tank to gather up the gumption to go grab Nightstar/Siege; and stabbing them in the face is generally not enough to keep aggro when someone else thinks they can start shooting at them before they make it to the designated spot.
    I've done this on my scrapper during an Underground when people couldn't understand the concept of "PULL THE PANCAKING WARWALKER!".

    Also, I took it on my Titan Weapons character beacause c'mon, the taunt, is hiliariously badass.

    Same with Staff.
  19. Mutant-style stories would be nice, but it's difficult because the discrimination angle a-la X-Men flatly doesn't exist. It actually bothered me once when I saw a group of people on Virtue RPing as mutants being discriminated against by the City.

    I didn't interfere with their RP (though ICly my character suggested that the City just has it's hands full processing dozens if not hundreds of new heroes on a DAILY basis), but it bugs me that people try to intentionally create an angle we know does not exist.

    I mean, maybe there could be some line drawn between "mutant" and "natural"? I honestly have no ideas.
  20. DA was -great- IMO because it does the one thing in this game I love almost more than anything else:

    It recognizes that you're a badass, and frequently cements the idea home that yes, you are indeed a badass.

    As an avid RPer, this sort of thing always has me grinning. It's also why I particularly disliked almost the entirety of WWD. The heroes are forced into situations that are either obvious traps or set-ups (Idiot Ball), or you're simply forced to watch as people fail (Failure Is The Only Option).

    Again, I'm fine with villains winning or coming out ahead, but when the arcs beat the "Heroes Suck" nail over and over and over again I got rather depressed.
  21. Mutant and Natural tend to be my choices because they're easy to conceptualize.

    Magic comes in next because it's...well, Magic.

    Tech and Science are sort of in a mish-mash because really, the two are roughly equivocal to each other. I have to remember that Tech refers primarily to gadgets, whereas science refers to the processes or accidents.

    Now I -have- created outliers:

    I have an MA/Elec Scrapper who is "Natural". How? Because he's the natural-born son of two heroes. They're both mutants, but his powers weren't modified into him or granted due to some surprise alteration. He was born with them, and simply developed them on his own.

    By the same token, I have a KM/WP Scrapper whose a Mutant, because his whole family has this "mutation" that grants them their powers that keeps occuring in each member of the family. Since it has to manifest itself, I qualify it as a "mutation", even if it always occurs.
  22. My question is: Can you use this 2nd set of ATOs along with the 1st set.

    So could I have Scrapper Set 1 in a power, and then Scrapper Set 2 in another?
  23. Demons, Bots, and Thugs are pretty much the God-Tier Primaries of MMs.

    Bots are remarkably sturdy and have AoEs up the yin-yang, not to mention /Traps and /FF make them pretty much nigh invulnerable. Combined with a good immobilize power like Electrifying Fences and you can melt mobs, bosses, and AVs.

    Demons are one example where having a little bit of everything doesn't make you mediocre, it makes you ridiculous. Exotic damage types, -res, holds, heals, resists, buffs, etc, etc. I have a Demon/Thermal. Reppu and I once did an experiment of running a team of 8 Demon MMs.. Ember Shield stacking = Hardcapped resists.

    AT LEVEL 12. BEFORE IOs.

    Thugs, though mostly lethal, have the Enforcers as easily the best T2 pets in existence, bar none. Leadership pool on TOP of Player Leadership? Oh hell yeah! The Arsonist, if kept alive, does easily the most ridiculous amounts of damage. There's a reason Thugs/Dark is so OP.
  24. I admit, the fact that NONE of the new sets are available in the AE kills my ability to create some arcs.

    I wanted to make a villain character of mine into an AE villain. The character? Is a Ninja/Time MM. But /Time isn't an AE set option. So I was forced to go Nin/Storm and state the "character" was a robotic double. It worked for the purposes of the story (the villain couldn't program his double to use time manipulation abilities, so he was forced to improvise)

    But still.

    Also, what about the new Banished Pantheon or the Knives of Vengeance?