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Quote:This is all true... at the very high end. At the extremes of IO investment TW/dark does have some serious potential (though I would argue that so does TW/elec, but that's a different discussion completely). The problem is that the OP is brand new to the game, and I'd personally rather get them into a set that will work well enough from the start rather than requiring all that IO work to deal with the endurance problems - leaving the uber tricked out builds for a later experiment.I would recommend Dark Armor, while it may have a reputation as a set with high endurance costs...the right build can easily remedy this and make life great for you.
You will get with Dark Armor:
(A) The best Heal in the game available about every 10 seconds...it is endurance heavy, but slotting properly will remedy that
(B) An inherent defense power which grants status protection and makes softcapped defense numbers far more achievable with much less sacrifice
(C) Arguably the strongest composite resists in the game, especially if you plan to do much end game content as the psi resists in Dark Armor are the highest in the game
(D) Soft control in the form of 2 different auras you can take for fear or stun that will help mitigate incoming damage
(E) Damage Aura to help you deal more damage even when you're not attacking. -
In general, for titan weapons you want something that 1: helps with endurance use, and 2: stays out of the way. Titan weapons has monstrous damage output in many ways, and it pays for that with very heavy endurance usage. And given that your damage depends on packing as many attacks as possible into your momentum windows, having your secondary eating into your face-smashing time isn't ideal. You'll probably want a secondary that helps with at least one of those, and having both covered would be the best of all.
For starters I'd look at electric armor and willpower. Both have endurance help - quick recovery for willpower and energize+power sink for electric armor. Willpower is the ultimate 'stay out of your way' secondary, with only two clicks, and neither one you'll use often (the mini-godmode and self-rez). Willpower also functions well in crowds thanks to rise to the challenge's scaling with number of foes, and in a crowd is exactly where titan weapons, with all of its smash-tastic AoEs, wants to be. Electric is a bit more active than willpower (both the heal and end recovery powers are clicks), but it also brings a nice recharge boost, some nice exotic protections like endurance drain resistance, a fury-boosted damage aura, and as a pure resistance set it stacks better with defensive sweep's defense boost than willpower does (willpower's typed defenses don't take good advantage of defensive sweep's 'smashing-but-not-lethal' defense bonus). I personally went with electric, although note that it's probably the most common thing people pair with titan weapons if you care about that.
In terms of other secondaries, I've heard of people being satisfied with SR (a fully passive secondary, and the melee defense from defensive sweep is useful, but no endurance help). Energy aura has similar endurance help as electric, though it's got the same typed defense stacking issue as willpower. And, as always, it's hard to go wrong with invulnerability - a mostly passive set with well-rounded mitigation overall, and in this case notable for having the same sort of crowd-scaling mitigation as willpower, even if it doesn't have any endurance help.
I honestly wouldn't really recommend dark, fire, or regen. Dark is just going to be a nightmare in terms of trying to manage your endurance, as you're pairing what are arguably the two most endurance expensive brute sets out there. Dark also relies very heavily on its heal, so you don't want to be stuck in a long animation right when you find you need to fire off dark regen. The problem with fire, on the other hand, is mostly that titan weapons is the one primary that you can actually make an argument for the addition of burn being overkill. Fiery embrace is still awesome, of course, but titan weapons already has so much AoE that burn has less impact. It's also another set that relies fairly strongly on a fast-recharging heal that you really want to be able to fire off whenever you need it. Finally, regen has the 'relies on clicks' problem on steroids, in that basically everything you do to survive revolves around hitting clicks at the exact right moment. Even though both fire and regen provide some endurance support, they don't strike me as the best pairings for titan weapons.
Mind you, no matter what secondary you take you'll still be a titan weapons brute and therefore inherently awesome, but getting a secondary with some synergy would be good if you want to wring out every last drop of awesome. -
I picked BABs, mostly because I liked his attitude. Unfortunately that character plays on +0/x6/no bosses since she's a heavily AoE focused tank (bosses aren't a threat, it's just annoying that they take twice as long to kill as the rest of their spawn), so BABs was a +0 LT grade pet who promptly ran into a +1 6 man spawn of knives of vengeance and got wrecked. I jumped in to take the aggro, but they've got so many AoEs it didn't make a difference since he insisted on standing in melee with me. Oops.
When I run it on my other tank I'll probably grab one of the ranged phalanx members and see if that works better. On the other hand, my FF defender probably won't worry about that. -
Quote:Just a note - that might be the fault of the traps, rather than of you being a mastermind. That stupid EB did the exact same thing when I fought him with my traps defender, and I've observed similar behavior out of other mobs on him. There's just something about traps that drives mobs bonkers.That said, Masterminds have a whole other AI bug to deal with - NPCs are afraid of them. As soon as I lay down any debuff from Traps, enemies scatter, elite bosses take off running with Yakety Saks playing in the background and the enemy critter AI just breaks down completely. I had to chase down Roy Cooling's damn Hercules EB all over the seven seas before it went down.
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Hey all, I have what might be a stupid question, but since I've never done anything with demos before today, I'm not sure how to figure this out. Is it possible to edit a demo to change the weapon a character is using to one which wouldn't normally be usable for that powerset?
Specifically, I'm trying to edit a demo of my beam rifle character shooting targets in the RWZ to have her using the mecha pistol instead of the mecha rifle, to investigate my conjecture that said pistol is actually big enough that it could fit as a sort of 'beam smg'.
I started by recording the demo and saving two versions of my costume file - one with the beam rifle and one with the appropriate pistol. Looking in the two costume files, I can see this difference - the beam rifle file has this code:
Code:while the pistol file has this code:CostumePart "" { Fx weapons/custom_beamrifle/fem_beamrifle_mecha_armor_01.fx Geometry none Texture1 !x_arifle_mecha_01 Texture2 none DisplayName P3195014494 RegionName Weapons BodySetName Weapons Color1 49, 65, 97 Color2 255, 255, 255 Color3 115, 115, 115 Color4 227, 227, 227 }
Code:CostumePart "" { Fx WEAPONS/Custom_Pistols/Fem_PistolRight_Mecha_Armor_01.fx Geometry none Texture1 none Texture2 none DisplayName P3962878527 RegionName Weapons BodySetName Weapons Color1 49, 65, 97 Color2 255, 255, 255 Color3 115, 115, 115 Color4 227, 227, 227 }
Code:0 44 PARTSNAME none !X_ARifle_Mecha_01 none 00614131 00ffffff 00737373 00e3e3e3 WEAPONS/Custom_BeamRifle/Fem_BeamRifle_Mecha_Armor_01.fx
Code:0 44 PARTSNAME none none none 00614131 00ffffff 00737373 00e3e3e3 WEAPONS/Custom_Pistols/Fem_PistolRight_Mecha_Armor_01.fx
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Yeah, basically, what he said.
Disintegrate spread is a neat idea, but it doesn't really amount to much in practice. The problem with it is that it takes *time* - first you have to disintegrate something, then you have to shoot it a bunch and hope it spreads, and *then* you get to toss cutting beam to take advantage of it. It still adds more damage than you'd otherwise have without it (solo, at least, especially if you've got some way to constrict their movement so that they don't spread out), but it's not anywhere near comparable to just having more AoEs. And on a team, if you take time to try to set up disintegrate spread, all the minions will be dead before you even get to the 'cutting beam' step.
Overcharge is great. It's easy to use, strong enough to wipe the minions, and has a decent chance to stun some of the surviving lieutenants. While it does have three times the recharge of full auto, it's definitely worth noting that it's got more damage, an easier to use target area, a higher target cap, and a mitigation effect. When it's up, it neatly compensates for the rest of the set's AoE weakness. Problem is that it's not going to be up every mob, and when it isn't, disintegration spread just doesn't cut it. When overcharge wasn't ready, I personally found it worked best to just toss out cutting beam immediately (without worrying about disintegrate) to contribute at least a bit of AoE before everything died and then concentrate on burning down whatever bosses were present to save the rest of the team the trouble. -
I recently got access to the mecha pack, and while it's just as awesome as I was thinking, there's a small hole that's been bugging me a bit, specifically about the jetpack.
Don't get me wrong, it's great that we have a jetpack of any sort in the game now, and it's doubly nice that the one we got is so good to boot. The problem is that, as nice as it is, it just doesn't fit aesthetically in some cases. Specifically I'm thinking of the contrast between the 'chunky' and 'compact/sleek' mecha styles. The two different wing options are a good example - both are amazing looking, but the Komadori wings are more compact than the Shrike (both while open and closed) and better fit a character with a more compact, sleeker aesthetic to their costume.
The thing that bugs me about the jetpack is that, unlike with the wings, we only have a representative of one of those styles - the chunky one. There's nothing *wrong* with what we have, but it feels incomplete.
Before I saw the first screenshots of the jetpack, I had been hoping for a much more compact 'flat' style that fit closer to the character's back for a particular character of mine. The thing is, geometry that almost exactly fits that particular idea already exists - the central section of the jetpack or of either of the wings. Stripped of either the wings themselves or the large rocket pods and their struts, any of those pieces would make a quite serviceable 'compact/sleek' style jetpack with relatively little modification (mostly just transplanting the wing-pack jet exhausts onto the exhaust-less jetpack central bit, and possibly adding a second set of exhausts higher up on the back for whichever one was used).
Is there any chance of a modified piece like this being added to the set in any way? My dimensionally-displaced-starfighter-pilot-from-the-future character would be extremely happy to have her jetpack again. -
Quote:Clamor is tricky because she's apparently gained radiation powers since the last time we saw her - and specifically, she's got radiation infection. My tank didn't care too much, but if you're a normally-ranged-softcapped blaster, suddenly being down in the 20s on ranged defense (and from an auto-hit toggle, to boot) would make a big difference....
On the plus side, he was ridiculously survivable, lying back behind a patch of caltrops & blazing away. He only had two minor bumps in the road, once when caltrops despawned fighting Atta- he ran up and almost one-shotted me in melee- the other fighting Clamor, who must be a relative of Master Illusionists as I was getting lit up despite my massive defense. But made it through with the help of a full inspiration tray.
And yeah, that's a really fun arc. Looking forward to the rest of it, for sure. -
Content in the 30-40 range, since 15-30 has gotten *so much* content lately. That, and another round of powerset proliferation.
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asfdadjkga darnit! No fewer than *3* costume sets go on sale less than a week after I finally break down and buy them. Well played, paragon, well played.
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Yup. One of the most visually and aesthetically nice sets they've come out with yet. And wait until you can try it out in game instead of in the editor - water burst (the ground slam TAoE) and whirlpool (location patch DoT similar to rain of fire) are both *even more* gorgeous when used on crowds of hellions.
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Yup, that's about the only workaround for the 'two power' issue I've ever seen. You have to be careful, though, as using auto'd powers has a couple of potential pitfalls.
One is the potential for unintended power activations. If the power you're autoing has a short recharge, or if you neglect to un-auto it, it could fire again when you don't want it to, with all of the usual problems that could cause.
The other is if you're already trying to auto something else. For instance, in the example of a rad character using this for AM, I'd almost certainly want to have hasten on auto for such a character. If you want to use this trick while still autoing something else, you'd have to get clever.
It strikes me that you ought to be able to do something here with bindloadfilesilent and the movement keys. I haven't tried it myself, yet, but something along the lines of:
/bind NUMPAD2 "bindloadfilesilent hastenauto.txt$$powexecname Power Build Up$$powexecauto Accelerate Metabolism"
where 'hastenauto.txt' binds the movement keys to something like:
/bind w "+forward$$powexec_auto Hasten$$bindloadfilesilent normal.txt"
and 'normal.txt' rebinds the movement keys to their normal values as:
/bind w "+forward"
The general idea being, the first time you hit any movement key after you use your 'two powers with one keypress' bind, it re-autos whatever long-recharge power you previously had on auto. If you weren't previously using the autopower for anything, then it gets simpler - you don't need to mess around with any bind files, just rebind the movement keys to something like:
/bind w "+forward$$powexecauto"
which, if I'm interpreting things correctly, should clear any auto'd power. In either case, since you're presumably using your movement keys almost constantly, the auto ring will either be cleared or reset to the appropriate power long before using it in the 'two powers' trick has a chance to screw anything up. -
I had been meaning to post my costume in this thread back when it first popped up, but my computer first breaking and then getting stolen kinda put the kibosh on that. Now that I've got a new rig, though, without further ado let me present my warshade, Infinite Redshift:
Link to bigger version
Her name is a reference to black holes - as an object gets closer to the event horizon, any light emitted is redshifted further and further as it climbs out of the back hole's gravity well. At the event horizon itself the light is redshifted by an infinite amount, and outside observers can no longer see it. Story-wise it references the events surrounding her merger with her nictus half. I had written a lengthy story covering her origin in considerably more detail, but unfortunately it was lost with my last computer.
For her regular outfit I was going for a relatively clean 'traditional' hero feel. I like to use that darkest shade of grey a lot - it's still dark in tone, but without feeling as stark or intense as a pure black. I'm also rather proud of the chest emblem + brooch combo, representing a star getting captured by a black hole. The tendrils aura does work pretty well to mimic warshade powers, I think. I just wish my screenshots would turn out as good as I think they do when I take them - for some reason they always seem to come out darker than they look in game.
And, of course, there's the obligatory civvies costume. I find that lab coats as scientific garb are much, much more popular in fiction than they are in real life, but it's such an archetypical look that it's more or less mandatory. One of the things she's had to deal with story-wise is suddenly going from being a cutting-edge researcher to being a temporal refugee whose scientific knowledge is all 30 years out of date (and that's a *long* time in a comic book universe where science advances at such a rapid pace!). Nobody's going to be taking her PhD away from her, but she'd basically have to go to grad school all over again if she wanted to get back into serious research. -
Alright, alright, this is supposed to be about scrapperlock stories. There shouldn't be any arguments here unless it's about the funniest way to stab something.
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Oooooohhhhh....... THAT'S why my pop-out power bar on the right edge of the screen sometimes has the bottom half of the powers become unresponsive until I 'wake it up' by activating or moving around one of the top couple powers. Gah - that's a really silly way to have that system function. Invisible windows stealing focus from things you're actually using? Bad UI designer, bad.
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Quote:No. Please go read the last post in the previous thread. I'll even quote the relevant portion, if you like.Well now this thread might need to be locked...looks like you're trying to defy a mods decision to close the topic by bringing up the previous thread in the OP and naming it the same thing.
Quote:We would also like to kindly remind you all to not ressurect dead threads, however we encourage you to start new threads for such topics. If nessasary, please link to the previous thread.
Anyway, as for the actual topic. Scrapperlock stories! I was typing this up to post in the previous thread, but the thread was locked between when I started typing and when I hit submit. I saved it, though, hoping someone would restart the thread, so here we are.
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So, after finishing with the new WTF, me, some SG mates, and a couple of others decided to run mender lazarus' ouro TF last tuesday - you know, the one with the last mission where each of the three simultaneous AVs spawns independent sets of ambushes as you beat them up, creating a massively awesome sea of foes?
It had already kinda been that sort of play session - our moonfire team had consisted of 3 blasters, two controllers (one being kinetics), my beam/dark corruptor, and a scrapper, so it quite quickly became a friendly and hilarious contest of who could get to the next spawn fastest in order to shoot something before they all evaporated under a hail of explosions and pets. There were quite a few squishy casualties (and me continually getting mezzed after hitting aim but before I could hit Overload became a running joke), but much fun was had all around.
So, when we got to that last room on Laz's TF, we were all looking forward to the carnage. True to form I accidentally AoE'd the AVs while trying to target some 5th on the floor, so we aggroed them all at the same time and while beating them up proceeded to spawn something like 6 x8 ambushes all at once. We held out for quite some time, but when most of the team is (non-buffing-oriented) squishies and there are enough mobs to aggro cap basically everyone, people will drop sooner or later. We killed most of them along with one of the AVs, but eventually the only person still standing was the stone tank (slightly different team makeup).
A couple people ported out and came back to team TP the bodies out, and we regrouped and went back in. We still spawned another huge load of ambushes, but we were more coordinated this time (and there were slightly fewer of them) and stayed upright. Just as the second AV goes down and the third starts getting low, I see a huge sea of purple appear off to my left - amongst the large numbers of 5th, the final ambush had spawned a cyst and there were already about 3 metric tons of nicti spilling out.
Everyone else is still shooting the AV, so I popped a round of medium purples and broke off. Fearsome stare, darkest night on the cyst, aim+overcharge to stun and clear out as many of the 5th/nicti as possible, etc. A round of boulders and purple energy shoots past me and I take several hits, but stay upright with a quick twilight grasp and start laying into the cyst while throwing out as much debuff and crowd control as I can.
At this point I'm basically locking down one entire side of the room while the team finishes the AV. Between mezzes, debuffs, killing things, and enemies simply shooting at me but being unable to hit due to the insps, I'm juggling at least an aggro cap's worth of 5th plus the cyst and all of its spawns. Even with all the defense and -tohit I'm taking damage that twilight grasp is only barely staying ahead of, but things are starting to go down.
It's not until I'm well into my second (I think) round of purples, though, that I notice that the AV died a while ago and everyone else has long since left the mission. I was too busy blowing things up to notice for a while, so then I started frantically yelling over teamspeak for the leader to not turn in the mission and boot me out yet because there was still stuff to kill.The cyst finally went down in a glorious blast a few seconds later, and I almost forgot to hit another set of purples to cover me while mopping up because I was too busy laughing manically and shouting 'Yes!' at my monitor. There weren't as many 5th left at that point and overcharge had come back up, so I finished by mininuking the stragglers and left the legions of melted baddies behind with an almost empty insp tray (plus a bunch I had raided from my email stash mid-fight) and the biggest damn grin ever.
I love purple inspirations.There's nothing better when you absolutely, positively gotta experience scrapperlock on a squishy. -
Soloing AVs will be much more difficult. As far as I know, though, it should still be possible to build to do it, and for general purposes I've always found tanker damage to be more than adequate as long as you choose your sets and build appropriately.
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The reason it does this is that boosting an enhancement to +5 *isn't* equivalent to boosting it by 5 levels. If it were, boosting a level 40 recharge by +5 would only increase it from 38.6% to 40.5%, which hardly seems worth the expenditure. Instead, each enhancement booster increases the power of the enhancement by a flat 5% of its base value - so +5ing an enhancement increases its bonus to 1.25 times its original strength. So, a 40+5 recharge gives a bonus of 38.6% * 1.25 = 48.25%, significantly *more* than a plain level 50 recharge's bonus of 42.4%.
Thus, as you saw, replacing a level 40+5 recharge with a level 50+0 one isn't actually an improvement. However, replacing a 40+5 with a 50+5 *will* be - a 50+5 has a bonus of 53%. That said, it's not going to make a difference of more than a fraction of a second in recharge, especially since it looks like you've also got a +recharge alpha (two 40+5 recharges don't give 113.5% enhancement by themselves, but that's about right for those plus a spiritual core 45% rech boost edit: whoops, no, it's not - I'll rerun these numbers later). As far as I can tell, going from two 40+5 to two 50+5 ought to take the recharge from 84.1 to 83.6 seconds - is 0.5s really worth the expenditure, especially since the difference will only get even smaller once you factor in your global recharge? -
I would have to vote 'no' on this sort of thing, unfortunately. It sounds like an interesting idea, overall, but I'd really dislike tying origin to anything mechanical in the game.
As it stands, your choice of origin is almost completely meaningless from a game mechanics standpoint (the *only* notable example I can think of is the magic/tech origin power being able to light oil slick). And I think that's a *good* thing. It means that I'm free to choose the origin that best fits the character in a story sense without having to worry about whether that's also the 'best' one for that character in terms of powers/etc.
For an example, imagine the effects of, say, mutation origin's boost mean that when used I get a few more points of defense out of my build. I'd be *extremely* tempted to use that one on many defense based characters, even if it's overall not any 'stronger' than the other origin's stuff, because the non-linear defense stacking when you're near the softcap would make it vastly stronger for that particular build. That would suck if, like the brute I rolled yesterday, the character's theme says they should be a magic origin character. Or say the example 'chaos' magic proc could manifest as short duration confuse procs - I'd feel almost compelled to take that on a character like, say, a fire blaster, who'd have very little mitigation otherwise. This would be a problem if his story says he's supposed to be a mutant or science character.
Generally speaking, one of the *massive* strengths of this game is the almost complete disconnect between theme and mechanical performance. You don't need to wear the +5 pink frilly shoulderpads of ugliness just because they're the best armor for your class at this level, you can technically be wielding fire but make it look like soul magic or plasma blasts or have dark armor but actually be warded by the desert sands or the waters of the sea, and in general you're free to make your awesome hero/ruthless vigilante/cunning rogue/dastardly villain whoever the heck you feel they should be *without having to worry that that choice will impact your gameplay.* Origin is part of that. -
Yeah, lightning storm was probably the single power hardest hit by the pet recharge change. It might warrant some sort of tweak; the rest of the set is pretty good (apart from the freezing rain poofing bug), but LS isn't nearly as nice as it used to be. Fundamentally all the pet does is spam the equivalent of a tier 1 blast - sure, the knock and small AoE effect are nice, but they're mostly minor benefits (you can try to leverage the AoE by herdicaning, but that's still slow compared to just blasting them).
If I were to tweak lightning storm, I would probably add a tiered-radius effect similar to what shield charge/lightning rod/etc do - have about 2/3rds of the current damage, the guaranteed mag 1 knock and the afraid stay at the current 5 foot radius, and give the other 1/3rd of the damage, a moderate chance to knock*down*, and the endurance drain/-recovery a 15 foot radius. Net effect is no change for targets already within the 5 feet radius, but a bit of splash damage, drain, and chance for knockdown for targets outside that. -
If I ever find a cure for my altitis, I'll let you know.
Only thing that seems to even slightly help for me is having a good backstory; it seems to help the character 'flow' a bit better. Even that's no real proof against the ever-tempting lure of the shiny, shiny character creator, though... -
Another thing that I think could be part of the problem is that, as mentioned by the post above me, shield/axe gets all its aoes later on. Shield charge at 26, whirling axe at 28, cleave at 35, pendulum at 38....
So, for now, not only are you not on SOs yet, you're also still stuck beating up every foe individually. While AoEs cost more end per use than single target attacks, they usually end up being far more endurance *efficient* overall than those ST attacks simply because of hitting multiple targets. Those three axe aoes might cost 13-14 end each, but if you hit even just 3-5 targets apiece with them (depending on the attack - the PBAoE is likely to more easily hit more targets, of course, while cleave is harder) you'll be vastly outstripping any of your single target attacks in overall damage dealt per endurance spent. Getting up a decent string of AoEs can do wonders for your overall endurance efficiency in terms of how much endurance you actually have to spend to defeat a given quantity of foes - if you work to leverage them. -
Quote:Heck, it doesn't even need to be *rich* impatient people - I do the same thing, and I'm no more than modestly well off by the standards of this forum. That string of 12345's could be nothing more than me trying to craft 4 sets of thunderstrike all at once and dumping a usually-too-high bid in there for all that common salvage just to avoid as much rebidding hassle as I can.a quick comment on 'tape painting' that occured to me this evening as I was stockpiling salvage for making piles of IOs:
as noted, I overbid shamelessly on average stuff.
when I'm buying in bulk, these bids could give the impression of 'tape painting'.
So, those suspicious strings of high prices aren't necessarily the result of eeebil, sometimes it's just rich, impatient people who don't like fussing with piddly sums. -
I'll just say this. Can you really not see the contradiction between this:
Quote:And these?Please, if by personal attacks you mean pointing out all the times your "friends" have been wrong a personal attack so be it.
Quote:Here is a freebie for you, its something I would expect any adult to understand somehow the market forum as a group has missed it or just memory holed it. Quote:Milady's you are missing a fabulous career in comedy, its just a shame you don't understand how hilarious you can be. Quote:Really I thought Sargeant Schultz was long gone. I know children play this game but usually they are smart enough not to brag about a lack of self control.