Mercuryflux

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  1. Mercuryflux

    super reflexing

    Something else to consider--- Dark Melee has -tohit debuffs and a heal-
    - both make DM/SR a great combo -in fact soft capping def may not be needed-
    - look at this build and take note of the end-recharge-tohit debuff and the 17% heal every 4 secs--
    -as well as capped to ranged Def (in melee the to hit debuffs play in)---also- no fighting pool, witch gets rid of two heavy toggles--
    ---4 second downtime on soul drain as well
    expensive--but hey what else is there to do

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    this build is not too expensive if ya drop the LoTg 7%ers till ya have money to blow and you dont mind using DA . its also great for end by rotating elude and CP. the knock would be no real travel power , but gets around very very well with ninja running and the speed buffs+ the fly temp from FBZ for that afk travel. i like this because its does not need heavy toggles from fighting added and does not sacrifice comforts ----great on end and moderate on the pocketbook --- and if you ever the cash for the 5 LoTgs its a great recharge spec with near perma hasten as well
  3. KB can be a great tool-- often on teams with no tanks or debuffers they can survive quite well by it.
    i agree in the context you provided that it must have been a problem, but not all teams focus on gather and carpet bomb tactics.
    KB can be great mitigation.On full teams of blaster/scrapper combos with single target big hitters KB can be great as the only mitigation , and these can roll just as fast as any other team
  4. sure you can , its a great power for AV fights and to just drop anytime--if the teams not dieing at all- witch is likely with a dark defender on the team- go for it - it will come back soon enough
  5. Quote:
    Originally Posted by Lyrik View Post
    When you constantly hear the little beep and think you got a tell.
    lol- i hear that all the time
  6. if you do skip stamina id suggest slotting elude with end mods and use it when you are about to run out of blue bar, that buys you 3 mins .
    it caps def by itself with no def enhancements so you can drop your other toggles and go to town, but be ready for the crash, use rest and go back to fighting, by the time your end is about to bottom out again, elude will be near up again, but if you skip Stamina id skip Hasten too
  7. well i think i have drug this out enough

    my suggestions are absurd. and it was deliberate. most of them would be overpowering and game breaking ( with a possible ecxeption of time bomb)
    the counter points to the changes are all valid and well thought out

    in my OP i said that this was not intended to be a nurf FS post, but in the end that is all that needs to be done.

    ever since the the Fire/Kin came to be the farming toon of choice after the dust settled from i5 this has been needed.

    of all the things i that was counter pointed in my OP ( and all that was counter pointed was done so very well) one thing was not disputed :" its too late in the games run to nurf FS"
    i dont think it is, in fact the time may be right at the release of GR

    giving it a 300 sec recharge and a 90 sec duration would not destroy kinetics
    and the idea that the set has nothing else going for it is just not true.
    one thing comes to mind - repel.
    this is a great mitigation tool and kins have the endurance tool to use it.
    just because most choose not to use it doesn't mean its not there.
    and the other buffs/heal in the set are great as well- especialy in regards to their recharge times

    i do feel some of the tier 9s could use a touch up, not to the extreme that i suggested
    some don't feel that FS is overpowered at all. but i think if FS had always had a 300 sec timer and 90 sec duration and was included in the list i had above with proposed changes to 45 sec duration and a 60 sec recharge im pretty sure id get a few " do you know what this power does??" and "lol no" or better yet " do you know what controllers will do with this!?"

    the real balance issue with Defenders is more likely in their damage output as a whole,
    but you dont want to step on blaster numbers. the inherent power is poor as well, and ive always though just giving them a flat out end cost reduction would be nice.
    that would benefit both there primary and secondary power sets without altering blaster or controller versions, but that is a total ramble from my point-witch as you can tell i do often

    if they are ever gonna nurf FS do it at GR
    there is a reason master minds will never get kinetics-ever-
    there is a reason FS is not in any epic power sets as a selection
    it is overpowered- that fact that someone said" you can get the same effect from two players using multiple powers that have -resistance much earlier in the game" (paraphrase)
    is really funny- so what? 8 rads together can near cap damage at 4th combined, but that has nothing to do with this( not to mention kin defenders can have sonic)
    this is one power from one toon that is always going, and can be stacked on itself . i do agree that some AT's don't benefit from FS as much from having their own damage buffs and low caps. but what of ones that don't?

    in my OP i nearly suggested " one fluffy is great , but 3 would be Sweet!!" but i couldn't stop laughing --------i guess in the end i'm just a damned dirty Nerf Herder
  8. Quote:
    Originally Posted by LostHalo View Post

    You think Green Machine needs anymore incentive to be obscene? Do you even recognize what this buff does?

    ..
    yea, it does 2 SB worth of recharge and more regeneration and recovery then both auras combined,
    and you can put it on one guy sometimes, on 2 perma would be more fun
  9. and about force bubble, i didn't mean to say its useless. what i meant to say is it would be more useful if it were smaller. anyone with half a brain can use most AT's and be useful

    im saying force bubble puts the bad guys out of your own attack range. maybe that was intended to keep then from reaching you with their ranged attacks,,but why?? you already have the team near capped defence and on top of that you have pff.
    if its to herd the bad guys in a corner for aoe fun, it would be easier to do so in buildings if it were a tad smaller, what powers do a FFer have to justify making there tier so unspectacular?
    why not give them a FF type aoe hold instead , you would see more controller FFers for sure
  10. Quote:
    All the Tier 9 powers have their own special effects. Fulcrum has one specialty. And that is damage. That's it. On a properly-slotted character (which they would be by 32/38), the best it can do is double damage output. Any of the above sets with -RES debuffs up there can do that if paired with Sonic Attack and more. Long before 32/38. At this point, I've lost the patience to argue against your above claims further but...



    Explain, point by point, exactly why you think the other powers need such blatant breaking to "equal" Fulcrum? And what exact situation made you believe this to be true? And how much AE have you had in your diet?


    well, interesting you ask about AE. its obvious you think im a farming newb in awe of FS and i just "dont get" the other tier 9s
    I was one of the few who quit this game because of AE, i reactivated at the start of i16 open beta. and i have played every hero side AT to 50, some more then once and im telling ya most of the defender tier 9s are not around often enough

    the reason for this post has more to do with how used these powers are when i play these ATs and the ultimate impact on the game,
    if you think any of these has more game wide impact the FS let me know. not because i wanna say you are wrong. i really want to hear your thoughts.

    i dont wanna just stop at recharge, i just wanna see them have more consistent contributing really. if that means reduced affects for more "play time" for the 9s id be ok with that too. \

    does everyone think the world is right as rain? or some changes need to be made.
  11. im not saying my suggestions are pure gold, they were off the top of my head really. and i don't think i really hit on what i was trying too. this is mainly why after 5 years of CoH i seldom post. i can never say what i really mean too

    if you could play any defender you wanted, and at level 32 you could pick from any of the defender tier 9 powers would you pick something besides FS?

    and FS doesnt just double damage-- it doubles everyones damage---all the time on a 8 man team. so one toon can be credited for over half of the teams total damage-all the time
    just seems like a bit much

    i have 4 level 50 rads, none of them ever needed EMP- ever

    i have a level 50 sonic defender. Liquefy is just not that useful , most of the duration is wasted from being a patch power, and talk about a set with not alot going for it. no tohit debuffs here like dark or rad. and the resistance is for everyone but you. about one out of every 20 people i play with are happy to see a sonic. not to mention i leveled him when sonics gave everyone headaches- literaly
  12. Quote:
    Originally Posted by UberGuy View Post
    What?

    Seriously, do you realize what this power does now?
    yes, and i want to do it every other mob
  13. I may be in the minority but i always 6 slot TP 3 range and 3 end, fastest travel by a mile.
    not very "in mission" friendly, its the most difficult travel to use, and has little accuracy. and i think that would be good enough reason to reduce the cost.
  14. I'm going to attempt to bring this up without starting world war 3.
    Looking at the tier 9s for defenders and one thing jumps out, the recharge timers

    how can anyone not come to one of two conclusions either
    A) Fulcrum Shift recharges way too fast ------OR
    B) all the other powers Recharge way too slow or just don't do enough

    Now , before this starts to look like a nurf FS thread id like to ask, why is it that kinetics get this power basicaly perma out of the box (with siphon speed in the the same set), and others that have grossly less going for them with 300 sec recharges?

    that being said, if Fulcrum was set to 300 seconds it might still be the best power in the game

    i think making the other tier 9s better is the only way to fix this at this point in the games run. nurfing FS now would be a big mistake. even if the devs put a 90 sec timer on it there would be massive complaints

    some ideas-
    Sonic - Liquefy reduce recharge to 90 secs add resistance debuff of 50%

    Emp - reduce AB to 90 secs

    Dark - Fluffy is fine, instead change Howling Twilight's recharge to 90sec and triple the damage , move it up some tiers if needed

    FF- reduce the size of force bubble( its my opinion that its just too big to be useful)and reduce the cost by half (this still may need more to bring it in line)

    Rad-EM pulse remove the end recovery component and reduce recharge to 120 secs

    TA- see above for EMP arrow

    Ice- Heat Loss, change recharge to 90 sec

    Storm and Traps im not sure what would make them up to par with being abile to cap you teams damage perma, mabye change time bomb to Triggered Bomb and let you click once to set and once more to detonate, open for suggestions for storm, its the only set of these i have not played. what would you change if you could?

    anyway, how do you feel about the tier 9s? good the way they are, or like me , think they are mostly puny in comparison to Fulcrum shift?

    for me the problem really lies with the lack of continuous impact.
  15. im having a hard time with this one, not many useless AT combos out there

    i have a TA/AR defender and i made him as a joke thinking the redraw would be horrible.

    i didnt expect it but hes pretty dern good, in fact i did positron-synapse-sister- and citadel in one day on him and made 30th leading the teams.

    but id say that had more to do with knowing how to utilize my powers and of course having good company

    if i were you , i tell her to make a fire/kin controller and take repel-bonfire-provoke-group fly

    skip SB FS transfusion and transferance,

    lol, even then you wouldent be useless, but most people would get a kick out of it

    i guess what im trying to say is no AT combo is useless, but you can take just about any build and ruin it to get the same effect-----Flurry FTW ( but flurry is good in PvP- DRAT!!)
  16. i tried SW but didn't care too much for it. but i an not in favor of the -KB IO idea because of what it would do to other powers out there ( bonfire for example).

    my problem with the power was more that it was a cone anyways , Claws is not hurt damage wise skipping shockwave. i use Follow up-focus-spin and eviserate -repeat .


    With any recharge at all you can pretty much fight without pause, and setting up a cone takes time that i didn't wanna take for play style reasons.

    I'm sure its nifty at times with the KB, but that's about all it -just nifty

    i think making it a KD would be fine, since there is a good KB set that provides damage , acc and KB , so it could be put back to the way it is now easily
  17. i cant speak for power boost, im not sure how it works with a power that has a longer duration then itself, that being said i have a Earth/Rad/Stone that did have EM pulse and i never needed it.
    it was great with AVs in combination with fossilize ,volcanic gasses and S-smash, i could on occasion hold an AV by myself.
    but other than that i never "needed" it and the build was very very tight if i recall correctly, i specked out of it for fallout. --
    but now i never need fallout, so i say go for it

    oh and just as a side i think earth/rad is the best combo in the game
  18. for example , if tanks got broadsword should Parry add 30% to melee def just because tanks are better at taking a butt kicking in their primary sets?
    what about radiation for defenders vs controllers? should EM pulse do a mag 4 hold for controllers and a mag 2 for defenders? just because controllers are better at holds? i think some lines are being crossed asking for more from a Secondary then is offered to someone that has the power set as their Primary.
  19. maybe i am just crazy, but don't you think the Tanker SC should do more then the scrapper version simply because its in the Tankers primary power set and should be better then a secondary set?,,... i mean who is supposed to be better with the shield?
  20. Willpower is a very popular pick, mainly from the high regen in big mobs.but im interested to see how they do set to a 8 man team in i16
    Claws gets great aoe danage , in fact the aoes do more damage then the single target attacts in the set, witch is uncommon. claws also has fast recharge and low end cost.
    the knock on it is the small radius on Spin and eviserates long animation, but they are very good anyways.
    Herding is dead, has been for a long time sad to say, and with the new difficulty system you can make mob groups so big that you cant argo them all (i believe the cap is 16 or 17, i may be wrong) i currently use a Claws/elec brute and set to 8 man team size i can see 4 of them just stand there untill i kill enough to free up the aggro cap space.
  21. a few freinds and I rolled up a S.W.A.T. team
    Trick Arrow/Assualt Rifle defender
    Traps /Assault Rifle defender
    Assault Rifle/ Devices blaster
    its a ton of fun and we do very well, that being said the traps do well with the right mindset. the tactics are a refreashing change of pace, we are capped Def and floor resistance, all while useing very little endurance we havent even gotten to Full Auto, oil slick with 3 ignites and flamethrowers

    Traps are doing just fine
  22. Quote:
    Originally Posted by Xyzyx View Post
    The "Deflected" pop-ups were a big help in providing some visibility to defense (i.e., those Force Fields are actually helping), but what I'd really like to see is an (optional) mission-end pop-up that provides some metrics:

    - Bubbly Bubbler's defense buffs prevented 8625 points of damage to the team.
    - Dark Lord Darkity Dark's to-hit debuffs prevented 6988 points of damage to the team.
    - Sonicy Joe's resistance buffs prevented 7944 points of damage to the team.
    - Healy McAurarocker healed 817 points of team damage.

    If those four happened to find their way onto a typical PuG, there are two certainties:
    1) No one would be taking any damage, and
    2) Since the green numbers would be (mostly needlessly) flying throughout, and their health bars were always full, someone would say "Great heals!"
    this is not a bad idea at all, and funny as hell
  23. Mercuryflux

    Claws/Elec

    Claws do very well with just 5 attacks- spin, strike, Evis , follow up and focus
    you will never find yourself with no attacks up
  24. Mercuryflux

    Ta/ar??

    has anyone tried TA/AR ?
    my first thought was redraw-
    My second thought was Oil slick, and ignite/ flame thrower /full auto
    thats seems like a alota damage
    anyone gonna do this, or will i be the only Rambo clone out there?