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Posts
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Joined
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Quote:Could not have phrased that better. I play on teams most of the time, and AOE is never a concern. There are plenty of other builds and ATs out there that can do it better than StJ ever will. But, bring on that AV. I watched a spine/fire flail against one with not much effect, but I chewed right through him. As opposed, I take down 1 boss at the speed he takes down the rest of the spawn.The ONLY place AoE DPS matters is in solo farming. On teams, you have teammates that will provide damage as well, so it doesn't matter in the slightest if you're dealing 30 damage less than you would if you could browbeat the devs into changing a power set to suit your preferences.
I like having our strengths and weaknesses. StJ is no major AOE powerset, that is fine, I am perfectly happy pounding that AV into the ground. -
Quote:Okay, I give you that not all combinations have Aim and Buildup. On my AR/DEV blaster, I have neither, yet I have never had face planting problems soloing Malta on +2/1. In fact, I cant remember the last time he has even died.I see this argument too often to continue to let it remain unopposed. First off, not all Blasters have access to Aim and Build Up or indeed either of the two. Secondly, it's not feasible to wait for BU/Aim to recharge every spawn. In practical gameplay, the realistic option is to alternate the powers each new spawn (if you have access). Furthermore, let me remind you that Ring of Fire is a slow DoT.
Really, tactics Blaster archetype only force you to do one thing - use tactics. Dont have BU/Aim - fine, find another way with other combinations to defeat the mobs. There are so many potentials out there, especially with temp powers, IO set bonuses and Procs, environment tactics, etc. And if Malta are too much for you, lower the diff for that group, raise it for other groups that are easier.
My AR gets by with beanbag for the problem mob (like sapper or gunslinger), if its a boss, beanbag and taser and he is wandering around long enough for me to off him. If I see a double spawn (mind you I do use my stealth abilities to their fullest), nothing says meatloaf like a large minefield+caltrops - just aggro mob as you dive around a corner and watch them all die (sans bosses) on that minefield.
My SG mate love to melee the trouble guys by using Total Focus/Stun and stealth (with Stealth IO for invisibility). He hardly dies as well running +4/+1 on Eng/Eng.
Seraphael, if you are so upset about the powers you are going to have to build real numbers and formulas covering the full scope of issues to win this argument with the DEVs. Saying subjective statements like sounds like and inanely boring and lengthy process and this just doesnt hold water with me is all fine and such but without any formula comparisons from controlled testing, you are not going to get a lot of support besides emotional quick responses. -
Quote:This is just going in circles. Game numbers and reasonable testimony is all in support of one stance, while the opposition continues to not read posts, respond with overly subjective opinions, and simply ignore the arguments against them. So again, /thread. There's no point in going through the circle again.
Agreed. The only substantial numbers I have seen are from the people responding to all the oppositions.
Maybe its time a few blasters hit the "scrapper pylon challenge" thread with their numbers - or start that thread again here with blaster comparisons. -
Really? I thought it only worked with the normal lethal shots and not with the other ammo.
I will hit a respec tonight to add back in swap ammo and give it another test. Wish there was a good way to get some more accurate/controlled DPS testing that does not involve a pylon shooting at me. -
Quote:That's also been something I've championed since we first saw the set. The fact that standard ammo is the only way to get the -res in Piercing Rounds (which is honestly one of the only reasons to use Piercing Rounds in the first place thanks to lackluster damage, effects, and AoE capability) always seemed kind of off to me, especially when I always got the feeling from the devs that they didn't want people Ammo dancing. Just doing that would go a similarly long way towards giving the set better ST performance.
Did an interesting test this weekend. I actually made my second build without the swap ammo chosing to only use the lethal rounds, and slotted an achilles -20% res in my attacks. I actually felt I was killing just as fast (and faster in some cases) than using any of the special ammo, and the knockdown/back was keeping my much more survivable in solo and team situations.
I was actually quite surprised how well this option played, and quite disappointed that using the -res in my attacks was completely making the swap ammo kinda unimportant. While I only had 5 of the -res slotted in my powers (I know they dont stack, but this pretty much ensured everything had the debuff on them) I think the pvp -res IO stacked with the achilles would pretty much make swap ammo pointless. Since DP attacks are largely lethal (or all lethal depending), the -res should be applied regardless of the ammo used - that, or make the ammo type apply only that damage type. (i.e. 100% fire damage, 100% cold damage, 100% toxic damage). -
Quote:One of AR's strengths is to have a second damage type to offset those mobs very resistant to lethal, so not taking any fire attacks will hurt in late game.I have recently returned to the game after a 12 month hiaitus. My latest toon is a level 13 AR/Elec blaster, something of a concept character: spy with a silenced rifle plus electrical gadgets for non-lethal takedowns. The combination seems amusing so far, but without any great synergies between the two powersets.
Any thoughts on how to develop this combo in the mid levels? In order to keep to the stealthy concept, I'd like to avoid using the fire-based attacks if possible.
Cheers,
Sibilant
For a spy concept, AR/DEV might lend itself better because you have caltrops, smokescreen, cloacking device (stealth without speed penalty), taser and you can set up some mines (bombs) for setting traps. Having targeting drone active will give your snipe a small damage boost as well. -
I tweaked your build closer to the one I am using. Its probably not the most elite, but I have 35% S/L defense and with 1 purple I am softcapped.
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Quote:I noticed you took hurdle, but with 3 slots dedicated to boosting SJ, you could lose hurdle and not feel the speed impact too much. Crane Kick is GREAT dps in addition to the new Cobra Strike.I'm not really liking the fact that I dropped Crane Kick to squeeze in Shadow Meld. Is there another power that you would have dropped instead?
Would it perform okay without Tough? That would free up TWO whole power choices.
You definitely want tough with Regen, that really takes a bit of the hard hits that would swamp your regen rates. For my regen builds, I generally stick with S/L defense, and get it into the 30%ish range so that one purple will softcap me.
I see a few powers are overslotted/underslotted, but without Mids here at my work I cant help you much. Regen is a popular build and the number experts will come with some great advice and there is a thread a few pages in called "A Claws/Regen with soft capped S/L?!?" that has some good build advice to get started with. -
I would also give the nod to Willpower for general content. However, I think when you start investing in the good IO sets, that is when Invuln starts to pull ahead. Sure, it will cost more to IO out an Invuln, but when you do - wow. Still, both are excellent sets and I love both.
I find that my primary is sometimes what encourages my secondary choice. I love Axe, but the END usage on those attacks are brutal. Even with some END reduction on attacks, prolonged fighting with Invuln still leaves me gasping for air. However, same END slotting on a WP with its Quick Recovery, and I never ran out of END. -
Quote:This happens a lot. Many times, even if the tank does stick with walls, every once in a while an ambush, or some other circumstance happens when he gets a mob in the middle of the room/zone. In which case, instead of mowing down the minions/LT in the spawn, I switch to single target and pick the unlucky boss or elite boss to take out.It's already been stated, but an energy blaster needs to try to knock stuff into walls and straight down when possible. However, some tanks will insist on moving away from walls or perch mobs on the edge of a ledge without a handy wall. All you can do is make a single constructive comment on it, and try not to make a mess of things with your knockback.
If you're trying your best, then don't sweat any complaints from reactionary team mates. In the end, no single team or task force will make or break your reputation - it's your overall track record that will make people appreciate what you bring to a team.
Forgot to add that I find in large teams spawn sizes quickly overwhelm the aggro cap of a tank or scrapper. The knockback/down of energy blast not only provides you with excellent mitagation but a nice cone knockback can help reposition the extra mobs back towards the tank.
A good energy blaster and a good tank are like a broom and dustpan. The tank collects and keeps the mobs and any extra the Energy Blaster can sweep to the tank (after defeating a few here and there). -
Dont forget, the damage that "noobs" have done to the rep. Energy/* blasters are one of the most hated ATs in the game. You will get booted for no reason, blamed for all knockback on teams - even if its not you doing it, and yelled at about being a noob for knocking things back.
The actions of people playing the set poorly have etched in the image that "all" Energy/* blasters are evil people that thrive on causing anguish by knocking foes everywhere. Until the DEVs announce that they are changing the knockback to knockdown, this misperception will always exist.
Just remember the Energy blaster golden rule "You hit it, you kill it". Follow this and nobody will care about your knockback. -
Quote:I second this idea and extend it further. All the villian epic archtypes are pretty locked into custom outfits, and if I remember the reason correctly, it was because of their unique animations (like the crab backback).Something else that came to mind:
Seeing as, IIRC, we've been told that Widows can't customise their claws as the current ones are tied to the animation, how about new animations that let us use the normal claw options?
edit: As a continuation of the widow claw theme, I'd also like to just have the "blade" part of the current claws, and not the "spikes" (if you can understand that), and have the blade act as a normal weapon (ie it stays out) rather that just appearing during the attack animations.
It would be great to allow us to use the full range of costumes with these characters, and to do that I suspect additional animation options have to be created. -
Quote:Ack - my bad. I mean fury (dont know why I always call it rage). Anyway, yeah Fury seems to be enough damage bump alone to keep KM putting out the damage with normal spawns. I seem to chew through them as fast as my warmace guy. I do admit, PS is great for long DPS fights with an AV though, if I only used PS for that reason, that is enough for me.Maybe I'm missing something here, but how are you using Power Siphon AND Rage?
Now, on scrappers that dont have fury to boost up KM, I can see using PS a lot more. -
Quote:Actually, I pretty much ignored PS on my brute. I found Rage worked great for 90% of everything, and PS was pretty much only used on Archvillians where I needed the extra damage. Everything else went down pretty fast with just Rage and maybe a red.Fix Siphon Power into 50 second-1 min lasting time doesnt matter if its then 50% damage boost instead of 125%for 3-8 seconds it still wont beat Rage on SS , but gives a KM atleast as standalone something worthwhile
If the set has to be mediocre of everything thats suppose to be cool .
Then give it atleast a mediocre RAGE .
Honestly, I would like to have spike damage, maybe make PS the same as Fulcrum Shift (just have the values adjusted for the BRUTE archtype) or put in build-up. If they ever want this set to make a showing in PvP, then it would definitely need a build-up for the spike damage. -
Not had a problem getting killed with the nuke, even on the really bad PUGs. I decided to push my DP up to a +8 hero setting and found myself getting beat down pretty hard. Did a respec and added in tough and weave, threw a few more defense IO sets in there to get me up to about 25% defense to melee and now I can do just fine on a +0+8 (no boss) mission.
So, I think the defense argument is pretty moot. I do agree that the damage needs to be beefed up quite a bit as well as being more front loaded. I think about 75% of that damage needs to happen pretty quick, with the rest of the potential 25% being the dot. Hitting Build-Up and nuke should not leave white minions standing around with 10% health. -
Quote:I look forward to harder content as well too. There's a chunk of the player base that avoids anything remotely hard: Arachnos, Longbow, KoA, Malta, Vanguard. I find it funny that these same players blow through the patsies they set up in their AE farm and then complain bitterly when they face Arachnos or similar at farm level difficulties.
With SOs, I think the power levels between mobs and characters were roughly balanced. I think IOs throws the power balance in favor of characters quite a bit. I think level 45+ should be a lot harder than it is. I'd like level 50 to mean something again.
It would be nice if they added another TF (one that all heroes/villians, etc. can do) that was insanely hard. Only the most polished team, using full team tactics, optimized builds, balanced powers among the archtypes could do. Have some crazy lucrative reward for it as well. But, it would be great to have a TF that people could actually boast about completing because of the difficulty and the insanely high failure rate. -
Quote:Werner, which fight took you 6 hours and why? I mean, when I first started soloing AVs on my Ice/Cold Corruptor, Ms Liberty and/or Synapse must've taken me like 6 hours each yes, but that was defeat after defeat after defeat, not in a single battle o_O (and not in a single sitting either, potty breaks, snacks and all)
If you have to ask why, then you never truly felt the hold of scrapper lock. Sometimes, a scrapper just has to win - no matter the cost (or time). I had one that went 3 hours - and that was because I was too stuborn to admit defeat. I think it took 10 minutes before I even saw the health go down. I blame Scrapper Pride. -
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Its not like you see a difference between lethal and smashing damage in game.
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*I* do. The way some players confuse lethal and smashing as if they're te same thing is annoying, because there's considerable difference. Just because some powers and IOs offer mitigation against both doesn't mean they're the same. Ask the robots that question.
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Oh yeah, I know they behave differently in terms of the damage numbers against different enemies.
What I meant was, it not like every lethal hit shows blood (or engine oil) coming from the target, and every smashing hit shows a bruise or dent.
You dont literally see the different damage types in action, so a broadsword scrapper swinging a pipewrench would not be visibly doing anything odd.
Like I said though, sound is another matter.
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It would probably be easier to make a case to just have the mace powerset ported to scrapper then asking for game level reskinning options. -
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Double Xp has not even started yet and on Virtue i am experiencing with any of my characters ( blue and red side ):
1) Chat delay of about 2 seconds between typing and message showing in chat screen once sent.
2) Enemies are sometimes teleporting to me instead of running. Unusual lagspikes i only experienced during special events with full server.
3) Delay with powers showing recharged but still will not fire. Like good old Hami raids used to cause. But it happens now when i am alone in an instance mission. That is bad.
I am on cable modem and it is working just fine. Is anything wrong with the patch or your network?
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I am seeing the same thing with this patch, and be observing global chat on Virtue, seems everyone is still have a lot of problems with lag - which is going to pretty much make Double-XP weekend unplayable for many people.
One thing to add to that list was the unusually high level of disconnects happening. 4 hours of play time, 11 teams, over 60 disconnects with various people. Typing the /sync helped some times, but mostly people got the mapserve and drop.
Also, if someone with a bit more technical experience wants to check, I think there is a memory leak introduced. I noticed it with the missions that COH took up my full 8gigs of memory then would crash. This has not happend before ever, and the only change on my machine was the latest patch. When I get online tonight, I will upload a DXDIAG into Support forum. -
Ignore captain "call everyone on board sheep" and offer nothing constructive to this topic besides trolling.
I think the costumes are great, and the outfits are pretty darn spot on. It took considerable time and effort for all those costumes, and I would like to offer my congrats to all participants.
Reading how the contestants made their costumes is amazing to me showing such dedication.
Also, I would like to thank the COH Devs that created and run this event every year and keep the COH "spirit" going strong. I cant wait till next year to see the winners! -
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Um yes. There are NOT a ton of concept chars who use shields at all who wouldn't just be copying what captain america does with a shield. Please do tell me, if you can who else goes around throwing their shield around like he does? He is SO the basis for this Shield Power. Cause otherwise it's just "Oh I blocked your power. I'm not hurt." Which isn't terribly exciting.
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I voted for shields hoping that it would be a power pool options or something that would allow a mace/axe/broadsword duo ability.
But I agree, I cant count too many shield heroes, so I am interested in seeing how they implement it that would not be a direct mimic of Capt America. -
I would like to see more variety in the missions as well. Take the first Respec TF, you have to protect a reactor from destruction - something like protection of equipment like that would be nice.
Also, why not add trap-ambushes at random to the mish. Nothing that would be impossible hard, but when you click on a glowlie you set off a silent alarm and get a random ambush.
And of course, missions where you might have to destroy objects would be nice too, like a villian's base needs to be destroyed, etc. (Or hero's base if you are a villain). -
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4) The Sonic Concussion power blows through anyones Hold protection, but it only lasts 1/4 of a second. It is working as designed, however, I'll pass this to geko to see if it is too strong of an effect.
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So that is a rather fancy way of saying that it will drop all your toggles...
Wasn't there enough aggro drawn over the other PvE toggle dropping mob to help show how bad this is?
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So, now we have 100% toggle dropping powers in game? I thought with all the threads and "hate" against toggle dropping that it would be removed from PvE at least.
Couldn't you just have a different effect instead of players (especially melee) perma-holding themselves in toggle activating animations?
If you do want to have a more sever effect, couldn't you just have the hold not drop toggles, but (still) hold you longer - say 2 seconds or something?
Or perhaps toggle suppression where you lose the "effect" the toggle provides, but does not turn off the power. I would be open to that. It would have near the same effect, but skip the not-so-fun part of turning on toggle after toggle and rooting ourself in silly animations. -
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Did you check the streak breaker, accuracy enhancements, accuracy inspirations, & other accuracy buffs as well?
4-5 attacks with buildup and 1x so accuracy in all attacks should have an incredibly low probabliity of all missing a blue minion - yet I've seen that several times, when most likely statistically I should see that once every few months.
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I second the question of the Streak Breaker working. I was playing my BS scrapper last night, fighting +1 level lts and I had a good row of misses (slotted with 1 DO acc). Is 14 misses in a row possible? I had a 7, 11, and 14 miss streak. I thought there was some code to prevent prolonged wiffs. Or, is this working as Intended? -
With all the good work you are doing Castle, you are welcome to feast at my Thanksgiving Table anytime you want!