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Posts
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Joined
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I'm a bigger fan of typed defense on WP myself but hey. And no Shatter = Bad idea.
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Quote:I've kept a grand total across all of my characters. Purples were first introduced in what, i11? I've gotten a total of 14. My number of STF runs is past 150 post-i11..pre-i11, it's a bit more in the area of 400-500 but anyway (although, STFs aren't a good example for my group...we tend to do the minimum requirements to get to the end mission). My ITF runs however...probably in the area of 150-200 runs and the very nature of the ITF expects you to do lots and lots of killing (including our method...30 minute runs don't mean you can't kill everything in your way, rather good 30 minute runs require that you do!). Same case with the LGTF, although I don't run that as often because I hate the hostage mission.Over time there have been one-zies and two-zies that have posted in response to the "purple topic de jour"... that they've never received a purple drop...despite running nothing but there 50s through ITFs or STF/LRSFs or newspapers.
The thing that drove me a little nuts about that total of 14 was listening on my Guardian global channels to one particular person who would get up to 15 in a single night of farming (2-4 or so hours...which wasn't too aberrant from me, at the time...heck, I was playing after he was done usually) and was guaranteed to report at least one or two. He had gotten to the point of actually selling them to people in the channel for 1/2 going market price if he didn't need them or was just feeling generous. -
Basically, I take advantage of the +MovementFriction/+MovementControl buffs from IR and use it to...rail up the slope. The video linked in my signature shows exactly what I'm talking about (and for amusement's sake, there's a video response of people doing the alternate method of stacking IR for traditional jumping).
My video is getting old and embarrassingly low quality but I'm also getting older and lazier so whether or not I make a new version showing the actually useful applications of the effect is up in the air. -
Quote:Because the explanation doesn't really work for people that don't have experience with programming of any type (and don't understand the linked Wiki page). It's kind of hard to conjure up a suitable analogy or metaphor for it as well.Why think that, when no one generally perceived a difference until this issue?
Bad Attempt at Doing So:
In a room of 100 people, you've been told to get a message from "Jaime". Unfortunately for you, you don't know who "Jaime" is, if they're male or female, or even if they're human. Additionally, you can't even verify if it's the right message.
So, it's not impossible that you'll find the right "Jaime" and that they'll have the "right" message but it's pretty damn unlikely.
In CoH's case, "Jaime's" message could have been replaced by any other subsystem currently making use of their place. -
Quote:It's not Speed Boost that does what I'm doing and it only takes a single IR.Speed Boost is very useful of course, but the parlor trick I was referring to was allowing a Granite to jump... that takes a BUNCH of kinetics to stack enough Inertial Reduction to overcome the -jump of Granite. No way a single Kin will get a Granite airborne.
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Quote:Of course my method just uses a single Kinetics but hey. And it's surprisingly easy to make use of if you know what to look for.There's no way you're going to be able to fly with Rooted or Granite... it just isn't possible. Also, you will not be able to jump at all, not even over a 2' curb. Well, someone did get together ~14 kinetics to all hit Inertial Reduction on a Granite tank and he was able to jump... but that's a parlor trick, not something that's useful. It took way more than a full team worth of kinetics to pull it off.
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Answering questions as they appear:
Fly and Sprint, and Rooted are mutually exclusive: Toggling one will shut off the other, so you shouldn't really need to mess around with special binds for it. However, do note that Rooted cannot be activated while off the ground, so maybe the binds would be useful for Fly/Rooted. Sort of. You'd still get hung up by the grounding requirement.
For minimums on leveling, Rock Armor and Minerals. Crystal Armor can be helpful but isn't necessary. Brimstone...meh. I never really found it to be useful.
Depends on what you need. Soft-capping is always a good plan however. Movement and recharge are probably the next desirable bonuses, with movement being the top in my opinion.
-DMG: Maybe. It's only 30%. If you slot for (for ease of comparison) 100% damage enhancement in each attack, you're looking at an overall 15% loss. I wouldn't slot for it explicitly but I'm sure you'll pick some up in the crossfire from other bonuses. But if you really are that concerned about the damage, trying to shoehorn in Assault would go a long way towards solving that "issue".
-RECH: Yes and to have a bonus while in Granite is possible.
-SPD: Easily. 3 slotted Swift alone will counter Granite entirely (well, except for like -2% depending on how close you get to 100% enhancement). With slotted Swift, base speed in Rooted only takes another 20% which is pretty simple to acquire. -
LotG+7.5% isn't a random mob drop. If you got that off a random kill, then we'd have a much more interesting situation.
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So, if the drops are granted based on a series of rolls per kill, would it be possible to have the numbers visible, a la ToHit?
This is slightly reminiscent of the situation that necessitated the addition of the "streakbreaker" factor to combat rolling. Ugh...I remember logging data and actually having a night's average sit at a value of something like only 52% of my ToHit-capped attacks successfully striking. Due to this, I've never been a huge fan of the RNG used by this game since, in just a quick&dirty and anecdotal observation, it seems like mobs have a tendency to "roll low" and PCs to "roll high", ignoring whether or not the attacks are successful or not (I don't exclude perception but I have tanked Recluse on the STF too many times to not notice his love of averaging between 15 and 25 on his rolls).
'Course, whether or not that is relevant. But hey. -
Quote:Why wouldn't it be?I'm sad that dark is at the bottom of your list but I have to agree.
Dark isn't a resist set; it's a hybrid of Resist, Defense, and Control. Electric is straight Resist and Soft Control, Fire is Resist and Damage, and well, I wouldn't put Invuln above Dark as, except for Smash/Lethal, its resists are lower in nearly every case (but subsequently has higher native Defense potential).
When you don't embrace each of the set's wholes, of course it's going to be weaker--it's the exact same situation as 'healz0rz'. Granted, most seem unable to make that connection. -
Yes.
Scrappers/Brutes: 3.75%
Tankers: 5%
As far as I remember, it's enhanceable as well. -
Nobody is doing it wrong. Unless they're saying someone else is doing it wrong. The person who sits under Atlas all day has just as much right to play as the guy superteaming against Hamidon each night.
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Quote:If you want an example on the extreme side of things, take a gander at my "Granite Super-Jumping" video I've got linked in my signature. What you're seeing with Fly is identical (although a much lower strength) to what you get from IR (and what I use to do the silliness in the video).The MovementControl and MovementFriction stats are quite handy.
+MovementFriction is a great statistic. -
Short:
It works. It can.
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Long:
AVs/Heroes, well, that'll take a little more work. Not much more but a little--if it's a Brute, it can make it happen. The ST chain I gleaned from a conversation Werner and the rest of the AV Cherry-Tapping Squad gives Pulverize->Jawbreaker->Clobber->Shatter as acceptable (Clobber is the hard power to get up to the necessary recharge, if I recall).
It's an enjoyable pairing and with the Brawl endurance changes, you'll find that the pre-QR levels are much more enjoyable. If you find yourself short on space for goodies, I found Whirling Mace can be passed on or picked up later if necessary. I found little reason to take Bash since it isn't necessary for the high DPS ST chain and with free Brawl...it's even less so. Perhaps take it as a power for leveling (although, I found Brawl+Pulverize+Jawbreaker+Clobber more than adequate on my way to Shatter at 26, then on my build WMace at 30 and Crowd Control at 32).
On the Willpower side, Resurgence is the immediately obvious choice and Strength of Will is the next for skips. Of course, if your priorities are in the reverse, then so would be the above powers, your mileage may vary. If you intend to do any primary tanking activities, I recommend Taunt to overcome RttC's shortcomings.
In regards to IOs, I personally prefer to focus on defense (in this case, typed), then recharge, then regen and +MaxHP (both of which tend to come with recharge bonuses anyway). Others may suggest placing the last two in front, again, your mileage may vary.
Have fun with it. I suppose I should note that yeah, the OohShiny™ factors of i16 are kind of limited on both sets. -
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Quote:Right. I don't dispute that. 60.1% smash/lethal defense is what I choose to dispute.Every toon, regardless of build, should aim for the defense softcap when and if possible.
I try not to assume people are chain-yanking if they're "new". With how ragingly cynical my personality is, it isn't easy. That, and it's more entertaining to bite the "t-word that gets you censured" for my own entertainment. -
Quote:Excuses.NOTICE: I WAS TIRED WHEN I WROTE THIS, IT MAY SEEM SLOPPY, READ AT YOUR OWN RISK. PLEASE SEE TL: DR AT BOTTOM.
Quote:How much benefit do you get to "pimp out" say.. a blaster or a controller? quite alot right? decent survival buff, some defense and some resistance. and a boat load of recharge if you build them that way.
Quote:Now ask yourself, how much benefit would I get "pimping out" a Defender? Could I solo AV's at a steady rate? could I handle the maximum difficulty with little to zero problems?
Quote:When you compare the defender to other ATs you notice that the defender is the hardest archetype to get to a point where increasing the difficulty won't make the game too difficult.
Quote:Defenders can't do it.
Quote:Can you honestly say that your purpled out FF/Dark Defender can out play the same FF/Dark defender that is relying on SO's? No. And thats a problem.
Quote:Once again it shows that there is no learning curve to most of our primaries thus there is no reward for playing your defender "Forever and Ever" such as myself. Unlike a scrapper who, after playing "forever and ever" has purple IO sets or even none at all but has the stat totals and all the goodies that improve his effectiveness in a group.
And yeah, if you set an egg timer for 240 seconds to keep up buffs, then no, your Force Fields/Dark doesn't require a whole lot to master to appear "good".
Now if you introduce Force Bubble herding to the equation...
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It's still all on the player. -
You're missing an easy source of both anti-KB and +ranged if you can hack it in: Blessing of the Zephyr. Just one extra slot in your travel power and it's there. Once you hit the 30-35% area without using BotZ (huh...), you could look at swapping things around to say, change a set to 5 slots of Decimation rather than 6 slots of Tstrike, or however you want to go about it.
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"Bad" is right. The lack of any real damage output is also pretty heavy into the 'poor idea' territory. That said, [primary]/Kinetics Controllers, in the late game, should rarely need that much Defense. The primary is there for more than just IO slotting.
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<QR>
Reading these is always a treat. Why? Because half the time, when you ask these people why they would exclude one AT over another when they provide a similar benefit (say, Storm or whatever), their explanation is improved performance.
Then I ask "What does 'good performance' mean to you? As an example, what do you expect your 'ideal', nay, perfect ITF team to accomplish?"
"A fast 60 minute run."
And then I laugh.
It doesn't matter how your team is built or what it consists of, the single biggest factor is always going to be the person behind each character. I have yet to ever see that as anything but true. -
Quote:Oh god yes. I want my smaller footprint model. My Tank-type toons are all small for a reason, dangit.IE, your player model and costume wouldn't go away, there would just be a new set of 'Granite' armor pieces overlaid.
Mini-Granite sounds deliciously cute as well. And one of my SA characters has horns, too... Heh. Assuming, of course, the 'whole body coverage' theme remains. I'd be a tad miffed to toggle Granite and get just random chunks of rock stuck on my toon, a la Rock/Brim...rest of the set. -
I just assume the toon is saying the funniest joke in the world when it happens. The developers, thankfully, turn it into gibberish before it reaches our ears.
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Taking Swift at 6 followed up by Rooted at 8 will make things work fairly smoothly for you. After getting Stamina at 20, Fault is your next milestone for greatly powerful mitigation and aggro control purposes for teaming. After that...do whatever. It's not that complicated a build.
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