Nalrok_AthZim

Legend
  • Posts

    3740
  • Joined

  1. Nalrok_AthZim

    DA Vs Inv

    Quote:
    Originally Posted by tarrantm View Post
    There's no doubt that DA is the way to go for Psi resists and that's because of Obsidian Shield and while it explains being able to stand upto Numi and Psyche, it doesn't explain Recluse. And bringing up Tanks in a Brute comparison isn't reasonable in the least due to Tanks being able to softcap DA while Brutes cannot. Learn 2 play isn't a valid argument when someone achieves similar results with a similar build (DM/DA/Soul) but cannot achieve those same results once one variable is changed (SM/DA/Soul).
    I want to apologize if I sounded like I was saying "learn2play," as that wasn't my intent. I was just saying that different people play different, and often that achieves different outcomes.

    Quote:
    Originally Posted by tarrantm View Post
    Well I didn't think you were holding back on the damage and being overly slow on self-heals. I was assuming a modicum of competency on your part, I assure you ;p
    You're doing a lot more than most forumgoers in that respect, sir. I hope you know I'm returning the favor.
  2. Nalrok_AthZim

    DA Vs Inv

    Quote:
    Originally Posted by tarrantm View Post
    AV soloing is a perk of DM, not DA. I've done it with DM/DA and DM/ElA (before Energize) on mostly SOs and failed miserably with SM/DA on a mostly IOed build.

    And reducing Malta and Rikti to manageable levels is a function of //Soul and having access to the best debuff from Dark Miasma.
    I can assure you that Obsidian Shield was the reason I kicked Numina's and Psyche's butts. Plus, Dechs' Dark tank has taken on Recluse too, and he's /Fire Melee. It's all in how you play and your know-how of the set.

    And yes, Darkest Night does help considerably. But that doesn't mean I can't take them without it. It's all about being up-front with damage and being fast with your self-heal.
  3. Pets can be resummoned indefinitely.

    Teammates can't.
  4. Quote:
    Originally Posted by General_Masters View Post
    Running Unstoppable against LR, with or without slotting it, is a death sentence.
    My Dark/Dark Brute did it, and lived! Twice! *soul transfer*
  5. The Resist cap is just that-- a cap.

    It's where you can't possibly have any more resistance than you already have. Now, I can understand the point of view of "more slotted resistance would help with resistance debuffs", but AFAIK no AV in the STF has a -Resistance power. Only -defense.
  6. Quote:
    Originally Posted by Leo_G View Post
    I've got no reason to excuse myself as I'm not going anywhere. I can stop responding to you, though. I'm beginning to hate Candlestick for being right about the pissing match, though. And he probably won't share any of his popcorn either.

    And PS: AFAIK, the only corrections addressed to me were the couple from Siolfir which I concede to. You haven't been 100% accurate with your info either so why not excuse yourself?
    Because I enjoy debate as much as the next guy? And after skimming through the thread, the only thing I wasn't 100% accurate on was my description of the change to the Brute damage cap, which has absolutely no bearing on the present subject.

    Quote:
    Originally Posted by Leo_G View Post
    Just so you understand where we've treaded:
    -You're arguing that it'd be easier to proliferate Stalker EM to Scrappers.
    -I say it could be just as easy to proliferate from the other melees.
    -You press the issue of crit values, still claiming it could be easier.
    -I say we don't know that.
    -You admit you're only guessing.

    Hurray for closure. We basically end up with where I started from, FYI.
    Yes yes, get that last little push of victory in. You say it would be easier to build an entirely new car with original blueprints while I say we can take the car that's already there and modify it with info from more relevant blueprints. I personally think it'd be the logical choice to start from the point closer to the finish line rather than further away. But since you absolutely cannot let this go at all, I guess I'm going to stop trying to explain myself and let you have your little win here.

    Quote:
    Originally Posted by Leo_G View Post
    And this is what I mean by needing to have the last word. But I'll continue to discuss.
    Knock off the freaking snark. Seriously. I'm not taking a leak in your breakfast cereal so please, stop acting like I have. I wasn't putting in the last word (though NOW I am), I was giving you a great modern day example of how something oriented towards ninjas and gadget-philes can be used in a way that doesn't apply to ninjas and gadget-philes.

    Quote:
    Originally Posted by Leo_G View Post
    None of that matters. So what if Batman uses Caltrops? What if my character is *more* modern than Batman? We've got hovering assault turrets, teleporation grids and extra-dimensional technology. Who's to say my character hasn't advanced beyond archaic caltrops? Or relying on magic or mutant powers?

    Beyond that, there are just characters that do not use gadgets. They rely on their powers. Caltrops are gadgets and not everyone is a gadget user. If the use of gadgets weren't an issue, people wouldn't complain about the tricorder from the medicine pool.
    Then don't roll /Devices or /Ninjitsu, or take the Weapon Mastery pool on a Scrapper.

    Quote:
    Originally Posted by Leo_G View Post
    Conceptually, no, caltrops is not general enough to fit as an inherent. In a pool, perhaps.
    But it is a great Stalker power, and provides so much mitigation it's bewildering in it's own right. It would help every Stalker, regardless of concept, and joke OP or not, it would be very nice to have.

    I'm going to cut myself off here, because your reply to this post will be filled with your own hubris, a lot of attitude, and something belittling me and quite honestly, you've taken replies to your posts so personally I think you may be in dire need of some sort of intervention to the way you interpret people's responses.

    Cheers.
  7. Nalrok_AthZim

    DA Vs Inv

    Quote:
    Originally Posted by tarrantm View Post

    DA will never cap defense to everything on a Brute (but it can cap or get close to capping it on Tankers and some Scrappers) the way Inv can, but that's why it has no Psi hole (altho the energy hole really hurts considering it's probably the 3rd most common damage type) and has a great heal for dealing with everything other than soloing AVs.
    I've never had an issue with Energy Damage; I laugh at Malta and Rikti. And as far as the whole AV thing goes, my Dark/Dark/Soul Brute soloed Recluse at AV status in the Patron arc, soloed Sister Psyche and Numina (both Heroes, and I was only 41 at the time), and took on Synapse in the AE with only a little trouble.

    I've played DA straight to 50 and Invul into the late 40's, and I have to say it'd be like comparing apples to oranges. They both serve different purposes and mitigate damage in different ways.

    Invul will allow you to take on most damage types and stand there taking minimal damage, until a Psionic enemy comes along and ravages your face. The upsides with Invul are stacked Defense and Resistance, and a high amount of resistance when your defenses are broken. The downside is the gigantic, gaping hole that lets Psi damage through, even when using Unstoppable.

    Dark Armor will allow you to take on foes with Psi, Toxic, and Negative Energy damage without batting an eyelash. While it's nowhere near as out-of-the-box hardy as Invul is, with the right player and the right build it can be a veritable monster. While the resists for S/L tend to be low, the set has a very VERY powerful self-resurrect that applies a magnitude 30(!!!) stun on autohit, allowing you to just get back up with no problems from any surrounding enemy. It also has the single most powerful self-heal in the entire game. The biggest drawback is it's endurance cost. Pair it with a primary that has end-drain (see Dark Melee) and you're golden.

    See the guide in my sig for more info!
  8. Quote:
    Originally Posted by Wicked_Wendy View Post
    I know how you feel and trust me it is not something that is limited to MMs. I tend to shy away from buffing sets with my MMS.. My 50 level Thugs has DM as a secondary and so does my 49 level Demon Summoner. I've even told people I hope you have awakes because my Rez is one nasty disorienter and when its recharges I use it. So the chances it will be available if you face plant are slim.

    However I have played a LOT of controllers and defenders and just love dealing with players that obviously have no clue how hard it is to keep an entire 8 man team buffed or even what powers you have available. I had a Blaster SCREAM at my ILL/EMP for Clear Mind almost constantly in a mission full of Lost Bosses. Until I finally sent him a tell and informed him that ..
    1) I am the only player on the team that I can't buff and half the time while your screaming for help I am being held myself and I am out or breakfrees and

    2) At this level CM isn't even available to me yet so you are screaming for a power I couldn't give you if I wanted to.

    When I team with whatever I try to take care of my team mates as best I can. Hey as long as I'm alive and have 7 other team mates around me I can always re summon a pet/minon. I have never played a FF but I have Thermals and a Kin and trying to keep everyone on fire can be tricky and even tiring after a while. It's easy for a Blaster to stand there doing nothing but clicking one attack after another to scream for MORE CM, MORE FORT.. all they need to do is worry about the target in front of them and which one to target next. I'm trying to keep 7 targets buffed and at times they are scattered to the point where the only way to get to some of them is to rush THROUGH a mob and hope I survive. Ummm guess what depending on where most of the team is .. If that means the Scrapper that decided to rush ahead and aggro his own private mob dies while I keep the other 6 team mates alive then Scrappy better have some GOOD respites cause I am staying with the TEAM.
    Reminds me of running any of my /Rad, /Pain, /Kin, or /Dark characters.

    Kin:
    "Sb plz, sb plz, sb plz, sb plz"
    I usually just say "Next person who asks for speed boost loses their privilege. I'll SB you when I freaking SB you."
    "zzzz. zzzzzzzz. zzzz! SLEPT STUNNED HELD STUCK!"
    Response: "Little busy trying not to die and hold the boss who's holding you, hold on to your pants"
    "you need to heal the team"
    Response: "Stop killing my target before I can heal you off of him."

    Pain:
    "heal plz"
    "em plz"
    "rez? rez? rez? rez?"
    "do you have pb? I want PB"
    Responsse: "Hang on," "I'll get to you in a minute," "Busy," and "You're not a melee AT, so no." <--- this one reserved for idiot blasters/corruptors

    Rad:
    This section consists of telling people to stop killing my @#$%ing anchors first and then listening to them whine when they die during the alpha. I'll also mention people getting uppity when they run out of the radius of AM and don't get it, then ask why I didn't wait for them.

    Dark:
    "rez plz"
    Response: I rez them, they don't click the thing to rez.
    "rez plz"
    "It's not up"
    "WTF WHY"

    "heal plz"
    And then they run away from me.
  9. Quote:
    Originally Posted by Leo_G View Post
    Which says nothing about anyone being wrong. It's more a comment about always having to have the last word...kind of like now. Honestly, I don't have the time to be bothered with responding to every nitpick (like being wrong about the stun with Energy Transfer or the stun chances Siolfir pointed out) and it's even more useless when I have to keep repeating myself for people like yourself.
    Then by all means, please excuse yourself from this thread as you have not only needed continuous correction, but have also taken every post against you as a personal attack, responding with very agitated remarks and unnecessary snark.

    Quote:
    Originally Posted by Leo_G View Post
    One last go...yes, I did read your post. You're just not bothering to understand that removing one crit value to add another could be just as easy or hard as removing one gauntlet value to add a crit value. What you're not bothering to get is, we don't know what's easier but you seem to think you do.
    Please see the word 'probably' in the last post. I made what's called an inference; an inference is an educated guess based on logic and observation of patterns. I posted what I posted because I believe it would be less work to remove flags from Stalker damage and adjust from there than simply reworking the entire set's critical values from Tankers. Since you can't seem to get this through your head, I'm not going to bother making any references to it anymore as you just ignore what I say, get annoyed, and respond with an aggravated quip about how awesome I think I am.

    Quote:
    Originally Posted by Leo_G View Post
    A generalized statement. The characters that tend to use caltrops are ninja-esque or gadget-users (See Tsoo or Knives of Artemis) and not all characters are either. Caltrops is far more specific a concept than Hide or Domination which are currently inherent or Fitness which will be inherent.
    Hide's not inherent, but it should be if you ask me. Caltrops are viable for anyone who wants someone to... not walk somewhere. In media, it's generally more oriented to ninja/Batman type characters, but anyone can use them as their purpose is universal. A good modern example would be police forces/special forces groups that use them in place of tire spike strips.
  10. Quote:
    Originally Posted by Siolfir View Post
    Currently, hitting 3 targets with Dark Obliteration will provide more overall DPA than any single-target attack.
    It's gorgeous watching it on Brute. <3 my Dark Oblit.
  11. Quote:
    Originally Posted by Chad Gulzow-Man View Post

    Of course, the last time I suggested this, I was all but called an idiot and told I didn't understand how the game worked. Mileages and variations and what-not.
    That's just a sign of Scrapper insecurity. I think this would be an interesting change. To be even more fair, make the damage modifier equal to or slightly lesser than Scrapper damage and increase crit chance on AoEs.
  12. Quote:
    Originally Posted by dave_p View Post
    That's a good question. I don't have a good answer. I think it got stuck in my brain that it stood for something, which it evidently doesn't.

    Tips farming, it is.
    Might be one of those instances where someone said it and it just stuck. You never know.
  13. Quote:
    Originally Posted by Local_Man View Post
    Not bad, and you make quite a few good points. I disagree with some of your assessments, like Deceive. I find Deceive to be very valuable on an Ill/Kin -- if nothing else, it is nice to Deceive a foe, and then use him for your target for your Siphon Speed and Siphon Power. Since Deceive does not draw aggro, you don't aggro the surrounding foes -- if you try the same trick with Blind, the surrounding foes will aggro. Especially, you can use a deceived foe as a "battery" to charge up your Siphon Speed and stack it before going into a tough fight. You can also use a Deceived foe as a target for Transfusion between battles -- just pull a single guy over near you or your team, Deceive him, and then use him to heal, buff up or even for Transference. Sure, you could do the "pull & hold" thing with Blind, but Deceive lasts a lot longer and doesn't do damage so you don't kill your "battery." That is in addition to all the benefits of Deceive that I went over in my Ill/Rad guide. You may not need Deceive in the middle of a big, "plow through 'em" kind of fight, but it can be a life- and team-saver against tough foes with controls and debuffs.
    I don't disagree with any of that; the thing is, for my playstyle, I don't really have the time to use it. Phantoms go in, Spec Terror goes up, I go in an Fulcrum Shift Phanty and I, and then the sparks fly for about 10 seconds. Spawn's dead, save for maybe a boss. While I can appreciate the benefits of Deceive, I'm too in love with the scraptrollery feel of Ill/Kin and the one-man-army aspect of the whole combo to bother with trying to coax that Guardian into giving me AM.

    Quote:
    Originally Posted by Local_Man View Post
    You describe Spectral Terror as being able to take an Alpha. -- I think I understand what you mean, but it is a bit misleading. Spooky can control a group to prevent an alpha (sometimes, because it is a terrorize power), but it cannot take damage the same way that Phantom Army does. It cannot take damage at all, and will cause aggro to you.
    I suppose I should rephrase that, then. Although I have seen enemies try to attack my Spec Terror, as he is targetable. I'll fix that.

    Quote:
    Originally Posted by Local_Man View Post
    You do not sufficiently explain one of the biggest problems with Illusion/Kinetics -- dealing with Phanty's knockback. The player has to develop strategies to avoid Phanty knocking foes out of range for Transfusion, Transference and Fulcrum Shift. It can be very frustrating to badly need a heal, cue up Transfusion, and suddenly see your target fly out of range so the heal misses you.
    You're right, and I suppose that'd be another day of figuring out the best way to word something like this for the newer players and still have it make sense to veteran players. I'll work on it and bring it in to my later post. The only thing I can safely recommend is keeping on top of your inspirations and keeping a close eye on Phanty to make sure he's not about to trash your heal target.

    Quote:
    Originally Posted by Local_Man View Post
    Personally, I prefer the Fire and Ice APP sets because they have single target blasts that animate slightly faster, and better AoE attacks. I tried Primal for a while on my Ill/Rad, and went back to Fire. You seem to downplay the importance of getting a single target blast for that great Blind-SW-Blast-SW attack chain that can really increase your damage over time.
    And while that's to your merit and you bring about a good point, I strongly prefer Energy Torrent for it's large AoE in a low-AoE combo. Plus, I'm a very thematic person; fire and ice just don't go with my Ill/Kin character at all. And truth be told, I don't knock Power Blast; I had it for a year and loved it! I know the importance of a good solid attack chain, but with Phanty and my Phantoms attacking everything they can I've noticed spawns dropping a lot faster when I use Flash and hit everything with a Fulcrum Shifted Containment-boosted Energy Torrent.

    And Power Boost is just another story of it's own. I find my build to be perfectly effective both on teams and soloing +1/x8. I can fire out a multitude of boosted buffs, strongly affect my holds, and severely debuff big bad AV's when the time comes. It's all a matter of preference, and this is mine.
  14. Quote:
    Originally Posted by Deacon_NA View Post
    This is what I'm going to do when Fitness becomes inherent. This is mostly to get my Melee def to around 33% (1 small T1 purple from soft cap) but secondarily to help mitigate those times I get knocked down while not on the ground. This includes using Lightning Rod. I've never bothered to truly measure what "near the ground" means, but I've been kbd mid jump before.

    Nice guide. One minor suggestion I might make is maybe a frankenslotting alternative as well. For example, for resist shields, instead of 2 endurance, 2 resists, I think switching an endurance for a resist/end (whatever is cheapest) would produce better results, especially since endurance is simply a non-issue for the Power-Sink enabled Brute.

    Similarly I'd recommend a 5th slot for energize (heal/rch) and a 5th slot for power sink (end mod/rch).

    Also, I think a guide to Electric Armor might want to mention pool powers, which I believe are quite handy to improve survivability. Tough, specifically, is a very nice addition to get your s/l resists to around 60%. This of course opens up Weave for a +Def focused IO build.
    I thought about adding Tough/Weave, but I myself am in the minority of Brute players when it comes to those powers. I have no problems surviving without them, so I don't feel they need recommendation. I simply state that pool powers are to your taste, and each will have their own benefits as you desire them.

    As for frankenslotting, I'll look in to it!
  15. Can I ask why people are calling them TIPs Missions?

    They're Tips. You get a Tip and run it like a mission. It's not a TIPs Mission. :/
  16. Quote:
    Originally Posted by Rockblood View Post
    So, I came back to the game after a year away to try out GR. All my friends came back and I've been having fun with the game since.

    First, some basic play history. Skip this bit and scroll down to the end if you don't care.

    My only 50s are a Stone tanker, an Invuln tanker and a Claws/WP scrapper. The tankers are hardcore survivability, aggro control, no damage characters. The scrapper is a pretty basic, common-IO type of character. So when I logged to Praetoria, the first character I rolled was a WP/KM tanker, unsurprising to any of my friends. I got him to about 24 or so in the first couple of days (perma-team of 5 guys). However, since GR rolled out, my undying love for tankers has died, just a bit. Why?

    I created a DB/WP brute. My almost-exclusive playing of tankers was quickly replaced by an addiction to brutes (they're basically everything tankers are, but with more damage!). In a space of three weeks, that DB/WP brute got to 47, mostly solo-ing, and Hero Merits are providing me with all the expensive IOs I needed to softcap his S/L defense (she's at about 40% now, just need a couple more Kinetic Combats).

    This is currently the highest-level brute I have. Before GR, I managed to get an SS/DA brute to 31 and a DM/EA brute to 27. However, I preferred Paragon City over Rogue Isles and would always prefer to play CoH over CoV, which limited my Brute play. All that changed with GR, which explains how my current DB brute has leveled so fast.







    *Important Bit Here*

    But meaningless backstory aside, I come to these boards to ask a question. In all my time in CoH, I have never had a 'farming' character. I figure this is probably a good time to create one. I've narrowed down my choice of primary - Elec. What I need is a suggestion for a secondary. I'd like something survivable, which prompted my decision to roll an Elec/Inv brute (currently level 18) and I also didn't want to roll another /WP brute so soon.

    Is Inv any good for a 'farming' character? Or should I go with something that has more damage, like /Fire or /Elec? I'd rather not play /SD, for aesthetic reasons (I only play /SD with weapon sets).





    tl;dr - What secondary goes well with Elec Melee for the purposes of farming (/SD and /WP are non-options)? Should I just stick with Invuln?
    I have a 39 Elec/Invul Brute, and he's a veritable monster. I have him slotted with the 3% global defense IO, Combat Jumping, Tough Hide, and Invincibility. Against a horde of non-psi enemies he's unstoppable. With the AoE of elec, it's also easy to shred entire spawns. Keep rolling with him, it may seem like a long way away but once you get and slot Lightning Rod (32) and Tough Hide (35) you'll be golden.
  17. Quote:
    Originally Posted by Smiling_Joe View Post
    lemme threadjack for a moment. I hate math. I really hate math. But I don't see how reducing the damage cap from 850% 775% was a 75% reduction. My calculator tells me it's a 9.1% reduction. Am I missing something, or is that a typo?

    Okay, threadjack over.
    EDIT:

    Oh, hurr hurr, numbers lawl. Sorry! I worded that poorly. I meant a reduction of an extra 75% damage, not a 75% overall reduction. Changed!

    And yeah, you're right, 9.1%. Not a huge deal honestly.
  18. Nalrok_AthZim

    Ill/kin build

    Quote:
    Originally Posted by Nightchill_EU View Post
    Just a side note about Medicine.
    I dont find aid self/Other useless. Unless you go for Psy epic pool (which is not bad depending on what you want to do with your toon) you will be sensible to stun. Aid Self gives a decent resistance to Stun effect if you think about casting it every 45 sec on you.
    Also, even if Transfusion is an amazing AoE heal it has downsides. You cant cast it when you dont have mobs, you have to hug the target, target must not die while you cast it (unlike Twilight Graps). As an illusion controler you dont completely lock down foes but you control them through Fears and Taunts (PA), that means many of them will still be landing some attacks, these attacks might be AoE and you will recieve "some" damage. Aid Self allows you to run away from LoS, heal yourself and come back.

    I noticed for exemple on my Illu/Kin I wasnt able to "play mele" like a Kin is supposed to and like I do with my Earth/Kin. On some villian groups like nemesis or very extreme packs (+4x8 with 5 heavy AoE bosses) I just cannot handle being on mele range.
    Are you sending in your Phantoms and Spectral Terror first?
  19. Quote:
    Originally Posted by Abyssus View Post
    Alt-itis got me again. So i've been wondering what new toon to roll and honestly i love KM so it was really just between what secondary. I had it narrowed down to either /da, /elec, or /wp. I realized i've taken them all to 50, with exception to /elec. So why not give it a shot?

    So i started looking at the build, going over what it would look like. Normally i just kinda go through everything in my head to see how tight/free a build would be. And this is a pretty tight one. I didn't realize that i would want every power in /elec lol.

    So i was wondering if anyone had any advice on which powers i would need and which ones i could put off maybe until the 40s? I don't like feeling like the build wont be complete until the 40s but im really interested in this toon, so if thats what i have to do then so be it.

    I know from looking at /elec more closely, every single power seems like i would definetly want it. The only one i could see putting off would be the damage aura, which i really would like to have atleast by the mid 20s. The combination of fury and power siphon seems to nice to give up. But that brings me to my other question, burst? Personally, since KM only has one AoE i feel could skip this power? Am i missing something?

    Sorry i couldnt make this post a little more detailed, wanted to get it on the forums before running out the house. Oh and any advice concerning KM/ or /elec will be greatly appreciated, not just those concerning the questions above.
    I have a guide in my sig for Electric Armor. I can safely say you can put off Lightning Field and Lightning Reflexes off until the later levels. I took LField at 41 on my SS/Elec Brute.
  20. Quote:
    Originally Posted by kendo View Post
    very nice. thank you for putting this together.

    quick question regarding grounded. wouldn't taking combat jumping, slotted with a -KB proc, give you enough protection if something hit you while you were jumping around? definitely planning on taking grounded but that way you wouldn't have to be quite as worried about staying on the ground at all times in combat

    thanks again
    To be honest, I only ever notice Grounded losing effectiveness when you're 50 feet or higher off the ground. Jumping around like normal doesn't really give you enough height to negate it. The reason I highly recommend Hasten + Super Speed is due to the boosted recharge from Lightning Reflexes (it goes well with Hasten) and the KB/Immob protection from Grounded (good for traveling in dangerous areas, no immobilizing).

    Long story short: Jumping around in combat won't cause you any problems, or cause you to lose Grounded. Unless you turn on a Fly temp power, you'll be fine.
  21. Quote:
    Originally Posted by Leo_G View Post
    And where did I say you're not right?
    Please see the following quote.

    Quote:
    Originally Posted by Leo_G View Post
    ...I say just stop trying to be right all the time.
    Right there.

    Quote:
    Originally Posted by Leo_G View Post
    If anything, I just returned the nitpick because the point was, the values are different and would require more than just adjusting them to proliferate not to mention scrappers can't get Assassin's Strike and would either need a new attack or pull out a version of Whirling hands with independant values and add to it.
    Edited to add:

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    People have asked to have the Stalker versions of EM ported to Scrapper because -- surprise -- the Stalker versions have already had their Critical effects (such as the non-health-draining ET) factored. It would make porting the set over easier with the exception of Stun and Whirling Hands, which would need a Critical calculation done in order to make it a Scrapper-viable set. Porting the set over from Brutes/Tankers would need those Critical values recalculated and their damage values adjusted as Scrappers have higher base damage than Brutes (fury notwithstanding) and Tankers.
    So did you not read the posts I made at all? I clearly stated that it would be easier to bring the Stalker set over even though you would need to calculate critical values for Whirling Hands and Stun. I said it. I'm well aware they wouldn't get Assassin Strike. Do you have no common sense regarding what powers would get ported and what powers would stay the same? Let me repeat this for you, in nice big letters.


    Proliferating Energy Melee to Scrappers would probably be easier if the set was derived from the Stalker version, even though it would mean calculating the attacks that were replaced by Assassin Strike and Placate since they did not receive such treatment. Since the critical values and effects are already present in Barrage, Energy Punch, Bone Smasher, Energy Transfer and Total Focus all that's needed is to remove the Critical if Held/Slept flag and add critical values and effects for Stun and Whirling Hands.

    Quote:
    Originally Posted by Leo_G View Post
    And I'd hardly call explaining my post 'taking it personal'. Truth be told, I already 'took it personal' when BillZ, someone I actually considered a respectful poster, stooped to something petty. But like you said, rep is gone so there's nothing to take personal now. At this point, I don't really care what anyone thinks of my opinion. I'll express what I like and you can just not read it (see my posts on why I don't care for new Inherent Fitness!).
    So you're getting defensive about someone counterpointing you when you yourself called them out. You have no one to blame but yourself, as I said earlier. You brought it up, you called Bill Z out, you posted the words calling his notions idiotic.

    It was you. I don't know how else I can explain this.

    Quote:
    Originally Posted by Leo_G View Post
    That said, I already explained why I'm not totally behind the OP's suggestion. Just because I make a stalker doesn't make them ninjas...
    My Archery/Devices Blaster isn't a ninja and he uses caltrops. They're not just OMGNINJAGEAR. They're a viable form of physical deterrent in-game and in real life. They're a gadget of sorts, not a Shinobi thing.


    Quote:
    Originally Posted by Gemini_2099 View Post
    Brutes lost a lot of their uniqueness due to the nerf compared to other melee, and I don't agree Brutes are more efficient now, but I am open to that idea if you have data to back this up.
    I can't give you hard numbers, but here's the rundown:

    -Fury decays slower immediately out of combat, which means less fury building during the next spawn, more chances for efficient downtime between groups should you need it, and higher damage between spawns due to the shorter decay.
    -Fury builds faster immediately into combat, allowing for higher damage within 10-15 seconds of engaging the enemy. This affects low-level Brutes on a very VERY high magnitude.
    -The damage cap was lowered from 850% to 775%, which a reduction of an extra 75% damage. Thing is, levels like that are usually only achievable in teams, as Fury (at max) only provides a 200% damage increase and even with Build Up/double stacked Rage you aren't yet breaking 500% (in my trials, at least).

    The ONLY nerf in that entire setup was the removal of an extra 75% damage in the damage cap. While it IS harder to get past 75% Fury now, I have seen it when running +2/x8 on my level 44+ Brutes (46 SS/Elec, 50 Fire/Fire, 50 Dark/Dark, 45 Energy/Will).

    The only changes I've noticed in my play is the slightly shorter Fury bar in smaller spawns and the much much much faster leveling of newly rolled Brutes. I have noticed no loss of uniqueness in how my Brutes play.
  22. Quote:
    Originally Posted by B1u3Jay View Post
    Sorry if this is a dense question, but what is "TIPs farming"?

    Thanks.
    Teleporting Illegal Praetorians.


    ... just kidding. He's talking about farming Tip/Morality missions.

    I think.
  23. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Ignore this thread
  24. Quote:
    Originally Posted by Leo_G View Post
    I'm not the one that keeps bringing it up. I only mentioned it in passing, then clarified the implied meaning. If you have such an issue with my posts, then stop misinterpreting them. One way to do this is to just stop trying to interpret what you want to hear.
    But you are the one ardently defending your stance on it. You were the one that brought it up in the first place so you have no one but yourself to blame for the flames coming your way. That's not an attack either, it's a fact of the thread. Don't believe me? Scroll up and check out the snarky post in which you mentioned it.

    Quote:
    Originally Posted by Leo_G View Post
    Aaaaand, considering Stalkers still have a crit chance on held or slept foes in PvP which is indeed a value added to the AT's powers to simulate their inherent...

    ...I say just stop trying to be right all the time.
    Then you have a point there. The only reason I brought it up is because it would still be easier to take the crit values from Stalkers and bring them over to a Scrapper version, regardless of what you think the process of proliferation may be. The values are there already. There is no need to redo them for an entire set.


    I'm not trying to be "right" all the time, I'm offering my argument and admittedly getting a bit snippy thanks to the way you're responding. A great way to circumvent this is to stop making such aggravated posts and try ending on notes other than "YOU'RE NOT RIGHT, NOW FREAKING DEAL WITH IT."

    I think someone pointed this out earlier but you're taking this awfully personal for something that isn't directly affecting you as an individual.
  25. Quote:
    Originally Posted by Leo_G View Post
    Well apparently I'm suppose to be prissy so no.
    Doing a good job so far.

    Quote:
    Originally Posted by Leo_G View Post
    Lol so when someone gets proven wrong (such as the rep system being mainly for griefing or useless +rep circle jerk games and only minorly related to anything related to worth or as a gauge to grade others...that's why it was removed) we can just say 'invalid argument. drop it.'? Yeah, I have a feeling I won't ever get that courtesy from you guys.
    Except... the rep system is gone.

    Gone. Gone. Gone.

    Is Energy Melee gone? Was it removed due to problems? Was it exploited by players to affect other players outside of PvP?

    ... no? Then your argument, and the one you just presented, is still invalid. If you can't properly relate it to what the present subject is, don't.

    Quote:
    Originally Posted by Leo_G View Post
    Invalid argument. Drop it.
    Nice!

    Quote:
    Originally Posted by Leo_G View Post
    Not good enough? Well, considering Stalker EM was proliferated from the Tanker version with the same values except with extra flags to work with crits, placate and hide, you have a pretty useless argument. Even porting EM from Stalkers to Scrappers, they'd have to rewrite every crit value and all the flags since Scrappers don't get placate or hide or scaling crits but instead get different crit values for minions vs others. It'd be just as much work delete and add those values as it would be to delete the fury/gauntlet values to add Scrapper flags. It's a moot point. Without changing/adding values to cover the ATs' inherents, the only difference is power order.
    Edit: Just looked it up and had someone give me insight, so...

    While Scrappers don't get scaling criticals, the powers themselves aren't the source of the scaling itself. The Stalker inherent Assassination provides the scaling bit.

    So you're wrong.