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Posts
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Joined
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Quote:Agreed. I don't think anyone seriously believes it's wrong to play or build suboptimal characters, and I have first-hand knowledge of just how much one will suffer through for a loved character (my first tank, Inv/DB, was the harshest levelling experience I've ever had, but I pulled through because I loved her costume so much. It was a long, long time before I learnt how to build and play her effectively).
I've found a good number of folks, brace for it, just wanna play their toon the way they want to play it. Have a buddy who has a L50 tank, has had him for years, and wants him to be a "fighting tank." He doesn't particularly care if he's considered squishy.
That said, if someone posts an oddball build here for critique I'm still going to pick it apart, and if someone chose to play powersets with known issues I'm still going to warn them. It's not about elitism or discouraging people from playing the way they want. It's more of "OK, you want to do this. But this is generally a bad idea. Are you sure? You can consider this instead." Because poor performance detracts from the enjoyment of the character and pretending such problems don't exist in a discussion about the build or powerset choice is dishonest.
I strongly believe that people should be given the freedom to make informed decisions based on accurate knowledge. People asking about builds deserve to know that, for example, EM's long animations don't work well with certain armor sets, that Storm Summoning may make you an unpopular teammate, that building for typed defense on a positional defense build or skipping the Rad debuff toggles may not be the best idea - unless they specifically make it clear that they are already aware of the issue and willing to deal with it.
Sometimes this advice gets taken badly, especially by people who can't stand to hear that their characters will perform poorly the way it's built. Then you get people who are opposed to minmaxing of any sort, and claim that people should "play for fun" instead of concerning themselves with the power of their character. But the idea that optimizing your character for performance somehow prevents you from having fun is fundamentally absurd. The myth that minmaxed characters cannot have interesting and well-developed concepts is just that, a myth (one that all my characters easily disprove).
Fun is pretty closely related to power for most people - just look at how often people say they want to "feel super", for example. And minmaxing for its own sake can be fun as well; there's nothing odd about tinkering with a loved character or developing and surpassing difficult challenges. I suspect that people who make self-righteous speeches on how everyone should "play for fun" don't really enjoy playing for fun, or they would acknowledge that minmaxing certainly can be fun as well. As far as I can tell, what they really enjoy is lecturing others on how to play - sound familiar? -
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Def, most def. Options for stacking Res are very limited; you can get high levels of defense more easily.
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My Blaster (Fire/Fire) used to have a build with 300% regen and capped HP. I can tell you from experience that it isn't as good as any respectable amount of def (which also stacks better with ally buffs). I'm currently using a build with 20% melee and ranged def, and 45% S/L resistance.
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Given that the overwhelming majority of people in this game know nothing about game mechanics and basic arithmetic, that having a character that performs well is considered a sin in some circles, and that a person asking for build advice is almost as likely to be answered with some tripe about "playing for fun" as they are to get accurate and useful information, I'd say minmaxers are extremely uncommon.
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Aren't purples approximately 0.5% of all recipes? 1 purples every 140 recipes would be pretty lucky, but possible.
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Threads like this should be stickied, so that whenever people say how mature and helpful the CoH community is, I can link them and go "Yeah, right."
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Probably not what the OP was looking for, but since so few people do it: the final map of the Abandoned Sewer Trial.
It was this incredibly huge pit with a maze of catwalks everywhere like a spider's torn web. It was so deep you couldn't even see the bottom; everything just receded into blackness. The sensation of being a lonely explorer going down and down some bottomless pit to hell to confront a horror out of Lovecraft's badly-written novels was chilling and exciting.
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Shield Charge got changed to reflect the scrapper melee modifier. It now does over 50% more damage than it used to. Muhaha.
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Don't drop Ranged defense. I've not went and counted how many more ranged attacks than AoE attacks there are in the game, but I have a feeling you'll take much more damage dropping ranged def rather than AoE def. Just think of all the machineguns (with defense debuffs), rifles, arrows, Cimeroran pilums and assorted blasts that get flung at your over the course of the game.
But yes, if you can live with 10s-15s of downtime on Hasten, then lower recharge may be the best option. -
Ironically, I realized that I was getting the same number of tells whether my LFT flag was set or not, and eventually gave up setting it.
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Willpower is primarily regeneration with some S/L resist, +HP and exotic typed defense on top of it. It has Quick Recovery which is slightly stronger than Stamina and minor defdebuff resistance. The set bristles with opportunities to slot for +HP and benefits greatly from slotting for defense. Willpower doesn't benefit from recharge at all, which is why you generally don't see WP builds using extreme recharge attack chains.
Invuln is primarily S/L resist with +HP and typed defense on top. It has decent defense debuff resistance and also some endurance drain and slow resistance. I think Invul really works better for Tanks, due to the 90% resist cap and because as a Scrapper you will get Invincibility (which is your main protection from exotic damage) very late. It benefits a lot from slotting for defense and you can potentially get a build that is softcapped to S/L and probably E/N damage on top of your massive resistances and Dull Pain.
They are both very light on clicks, have typed defense, work well with the Fighting pool and do not have effects that obscure the costume. -
Defender ranged mod is 0.65, Corruptor only has 0.75. The Corruptor does get Scourge, though.
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Various combinations of:
Primary:
Shield Defense - decently tough, has a damage buff, has an extremely strong wide-radius AoE attack (Shield Charge)
Willpower - very tough, has an endurance recovery buff, little downtime, matures early
Invulnerability - extremely tough, resists debuffs but matures late
Secondary:
Super Strength - Has a powerful damage and accuracy buff (Rage). Its AoE attack comes last in the set but has greater radius than normal.
Electric Melee - Lots of AoE attacks. Has Lightning Rod, which is similar to Shield Charge
Firey Melee - Hast two AoE attacks, although both are slow-animating. Damage type is rarely resisted -
My Fire/SD/Blaze, with PvPIOs and a budget that would make the American national debt look puny, is still short of permahasten by 1.9s. So that gives you an idea of the difficulty of getting extreme recharge on SD builds (even with /Blaze, which has an easier time building for recharge than other APPs).
I don't think there's any way to get maximum defdebuff resistance, permahasten and still stay softcapped to all positions without the Gladiator's Armor unique, although I'd loved to be proved wrong. I think a more reasonable build goal would be either to 1) live with a 10s or so downtime on Hasten, or 2) get permahasten, but sacrifice softcapped AoE defense. It all depends on what you are willing to give up for the QoL improvement of having permahasten. This example achieves 2). You still have around 32.5 AoE defense, so in situations where you really need it you can eat a small purple inspiration to softcap your AoE defense too; also one application of any support set's def shields will softcap it.
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Build Up also has some subtle advantages over Soul Drain. Sometimes it's nice to be able to use it preemptively and BU + Shield Charge the spawn before idiot Peacebringers can scatter it. It's arguably better against single hard targets (ignore pylon benchmarks, as many of those are done with saturated soul drain). And it does not need to hit anything to work, which is better when you're ToHit debuffed.
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Another refinement... I just realized you were over the cap for 5% recharge bonuses.
This one has slightly better enhancement values in Charged Brawl and Havoc Punch.
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A little-known fact is that Elude accepts BotZ (confirmed in-game), so you can slot some of them there and in CJ for ranged/AoE defense. This in turn frees up room for you to slot more LotGs.
Performance Shifter Chance for +End works on the target (i.e. the enemy, when slotted in attacks), not the user. Incidentally, if you do want to slot this, Physical Perfection is a great place for it.
Shield Wall +Res isn't really good, since it's only +3% res. Since you say you don't have it yet, I suggest forgetting about it entirely, since the money saved will pay for all your missing Obliterations by itself.
I suggest you try something like this. Softcapped to everything with CJ on, 15% more recharge.
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Because people overestimate the importance of their own powers and underestimate the importance of others'. To the idiot controller spamming her AoE immobilize, she's setting containment and adding damage, look at how the procs in her Fire Cage are firing, two minions just went down! - and who cares about that silly KD that the other guy is doing, or that the Tanker, Defender and Blaster would really have liked the spawn closer packed for their AoE powers and auras.
This is the same reason why KB-heavy characters refuse to stop using their KB powers even when letting AoE-heavy characters neuter the spawn with debuffs and heavy damage would prevent a teamwipe. This is why AoE-heavy characters refuse to allow KB to be used even when the team really does need the extra mitigation. To other players, their contribution to the battle is of huge importance and they will expect you to let them use their powers even when it does no benefit, even when it is outright counterproductive. -
Rad has the problem that it cannot stack -Res like high-recharge builds of other sets. That's why I only like it on Defenders, where you can pair it with Sonic Blast to make up for the loss of debuffing.
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If it makes you feel any better, all scrappers (and tankers) are like this early on. You are actually better off than most due to the ability to heal yourself and the lack of any endurance issues.
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Quote:That's because prices should not only reflect rarity. They should reflect the ratio of supply (rarity) against demand (usefulness). Very rare but useless recipes, such as most Pool C mez/debuff IOs, are essentially free on the market. Conversely, everyone wants accuracy IOs and thus Luck Charms are expensive despite being common salvage.However, there's frequently very little correlation between a drop's rarity and it's price on the market. Case in point: Luck Charm, a common drop required to create Accuracy IOs. Commonly selling for anywhere from 300,000 to 700,000 on the market.
Salvage prices are set by players, not the devs, and therefore have little to do with rarity. They should, but they don't.
(edit) "chronically undersupplied" > "expensive" -
Travel powers (or the lack thereof) are always a concept choice for me, and even some of my travel-powerless characters don't use Ninja Run. It would be kind of weird seeing an elf knight in plate or an amazonian barbarian in a leather bikini in that pose.