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I'd like to see the -Def get removed now for something(s) that all Tankers/Brutes can get to be plagued by.
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If you can stack it before the original application starts to flash there is no def crash
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Which I dare say is not WAI.
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Doom! And no one is supposed to mention stuff like that! The end crash didn't happen for while till Maelwys brought it up XD.
I really dislike the idea of 50 endurance going with every rage crash. It "still" does effect some tankers and Brutes more than others. -
I remember an old post of Razors Schultz's planned build that was better than the one in the OP. I was meant to look at it and improve it, only I lost it.
So here we go again for a quick suggestion, and the regen is enormous by the way. I'd like to think that by the time anyone's through hitting you they should be exhausted.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Razors Brute: Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- P'ngS'Fest-Acc/Dmg:30(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15), P'ngS'Fest-Dmg/Rchg:30(37)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(7), Numna-Heal/Rchg:50(37), RgnTis-Regen+:30(39), S'fstPrt-ResDam/Def+:30(40)
Level 2: Bone Smasher -- P'ngS'Fest-Acc/Dmg:30(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15), P'ngS'Fest-Dmg/Rchg:30(36)
Level 4: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(7), Numna-Regen/Rcvry+:50(43), Heal(50)
Level 6: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(9), TtmC'tng-ResDam:50(9)
Level 8: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-Rchg:50(11), GSFC-ToHit:50(11), GSFC-ToHit/Rchg:50(43), GSFC-Rchg/EndRdx:50(46)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(37), S'dpty-Def/EndRdx:40(40), S'dpty-EndRdx:40(40)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(17), Numna-Heal:50(17), Dct'dW-Heal/EndRdx:50(36), DarkWD-Slow%:50(50), DefEgo-RecDeb%:20(50)
Level 18: Total Focus -- P'ngS'Fest-Acc/Dmg:30(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(23), P'ngS'Fest-Dmg/Rchg:30(31)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23)
Level 22: Swift -- Run-I:50(A)
Level 24: Health -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(25), Numna-Heal:40(36), Heal(39)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc:50(27)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(29), S'dpty-Def/EndRdx:40(34), S'dpty-EndRdx:40(48)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Energy Transfer -- T'Death-Dmg/EndRdx/Rchg:40(A), Hectmb-Dmg/Rchg:50(33), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(33), Hectmb-Dmg/EndRdx:50(34), Hectmb-Dam%:50(34)
Level 35: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt:50(48), Zinger-Taunt/Rchg:50(48)
Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39)
Level 41: Gloom -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(43)
Level 44: Dark Obliteration -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46)
Level 47: Super Speed -- Clrty-Stlth:50(A)
Level 49: Resurgence -- P'Shift-End%:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Is mine better than the rest? Well I haven't attack chained it like I could with Sherksilvers but I think there is more regen, not necessarily a lower toggle cost to a greater end rec window, but possibly a greater dps with a lower end costing attack chain more than making up for it. If there was an attack chain planner. I'd be able to say for sure. Amongst 10 your regen would be sodding high anyway. 1hr it took me so
All the above power picks are the same as the OPs initial power picks anyway but iirc -Barrage (unnecessary) but without an attack chain planner I haven't got time to fullproof what I had done here. -
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The characters don't belong to us and his work is, his work, it may look alright for us to walk around naked to some of us but his work says something both about him and ncsoft and perhaps even cryptic still.
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Actually the characters DO belong to us I think you'll find, but NCSoft have the rights to use them in perpetuity.
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I had it in my head that any content submitted is the sole property of the publisher. -
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The characters don't belong to us and his work is, his work, it may look alright for us to walk around naked to some of us but his work says something both about him and ncsoft and perhaps even cryptic still.
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...that he isn't brilliant at mixing costume pieces together?
Sorry, I have to agree with Scarlet here. IMHO the VEAT's customization could have been taken further.
Also, Mr. Blitzkreiger, I disagree with "they've been produced so well". Tbh they felt a bit bland to me and they were using the same powers we see like all the grenades, claws, etc. Just felt a bit more work could have gone into it. Also I support the need for VEATs needing a buff.
You can see that VEATs felt rushed with the lack of deep customization and "unique" powers. I'm hoping that I14 will bring them some love (also some REAL love to PvP and bases, the I13 changes are not enough or they suck).
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He maybe brilliant at it but time is a limited resource. Limited from having better things to do. -
If you're looking for the best AoE DPS then hasten is useful to keep the Attack Vitals combo up but then its rare to see scrappers herd.
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The characters don't belong to us and his work is, his work, it may look alright for us to walk around naked to some of us but his work says something both about him and ncsoft and perhaps even cryptic still.
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They're self heals. If it puts health back it's a self heal. Not much logic to it.
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I'd like to see the -Def get removed now for something(s) that all Tankers/Brutes can get to be plagued by.
<snips out an afternoons worth of maths + testing>
Short of shutting down every form of travel power and not being able to move for 10 secs there does not seem to be a fairer penalty. Being out of position at the wrong time can prove detrimental for anyone. Being capable of simply standing up and doing no damage is basically exhausted. The fact that one in PvE looks weak could still make taunt control likely as there is no better time to for a tanker to be attacked. -
I am going to be late seeing this because its a PvP section, but believe it or not we have teamed and we have talked about PvP and I found you to be rare in that, you've been the right kind of PvPer and you have come across as a great ambassador to PvP quite frankly.
I think that losing you is a proper loss to the game.
I do see this game eventually losing players over the fact that it starts as being about playing and playing, but eventually becomes about farming and farming.
When you've gone so far, for so long you've forgotten why you are doing it or the idea or concept has well surpassed its sell by date and the fun at the end may not outweigh the tedium of so much repetition.
Playing on different characters and so far only storing IOs has made me see that although recipes are pretty easy to come by, and you do make influence, it is the rare salvage that is a little too rare. The markets in i13 will possibly have much higher priced rares and so people will be in the same position of farming for too long.
I myself have lots of stuff forgotten about on the to do list that'll come back to me eventually XD -
Good Luck and may I just say that I really don't think Cryptic will really or seriously let anyone down with the Star Trek MMO, and so wise choice!
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Intentions?
(You're telling me its tight as in its got some must haves "squeezed in"? but I am thinking you could chuck a couple of things out).
I'll elaborate, knockbacks, well they miss you most of the time or you've normally killed the one who could knockback. I have yet to put a KB IO in mine but I honestly haven't found it a problem.
Haste early for more AS and placate over time. Each AS is worth an attack chain. Its very good DPE so less of an end bar lost as a result. -
Res Passives are 10% resist.
Elements is 20% resist to travel speed (incl jump height) debuffs and 20% resist to recharge reduction.
Energies is 20% resist to End drain.
RPD has 25% res to def debuffs.
Unyielding has no def debuff.
Invincible is now better for what some people would realistically normally have in their aura.
Tough Hide has 25% resist to def debuffs.
The res to def debuffs is the major thing for me really cos if an attack misses under reduced defense then its sec effects can miss too.
I did say that I'd still like to as a pure invuln max out with 10 where we would normally max out. That doesn't change really. So the scale figure going from 0.1 to 0.1175 would still be on my list of future changes. I do own a +3% def IO so can compensate. -
If you really want to be heard then its best to get a US account.
I want for us to share the same boards. -
When a set belongs to another AT with a different inherent and different secondaries. Its performance and your ability to have fun (by that I mean not be so subjected to lesser survivability from team players disallowing the right dynamic or for you to play as intended) will differ. I think Invulns Tankers are now about right but quirky little changes maybe needed on other ATs.
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GR deleted the most ravenous beast about 30 mins ago, just as it was crushing my windpipe
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Maybe they're more afraid of GR than they are of the community?
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What wepaon do you think he uses? I reckon it has to be a Cricket Bat
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I reckon GR is a Martial Arts Scrapper.
Dibs on making the Defeat Ghostraptor Mission when Mission Creator comes out! Pls say its poss! Pls say!
I've always wanted content with the Moderators "Represented". Put that in I14 pls devs! -
With 5 Veats who've been named. I was thinking along the lines of any builds being like one of these really:
Crab:
1 Build Long Fang.
1 build Webmaster.
Night Widow:
1 Build Blood Widow (kiter).
1 Build Night Widow Assassin.
Bane:
1 Build Executioner.
1 Build Tac Ops.
1 Build Scout.
1 Build Huntsman.
Fortunata:
1 Build Fortunata.
1 Build Fateweaver.
That's not even including going from PvE to PvP builds. If anyone wants a template build for any of them just send a PM. I don't expect a response and so felt safe to say that
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On test anyway.
Currently on live, as an Invuln in teams, well one without fight pool anyway, performs best when it is maxxing out its survivability with foes in melee.
Queue the team :
Lol debt is a way of life blaster launches AoE into mob before you get there, Mr Knockback 2008 spreads them all over the place, and Mr AoE Immob "ROOM" fire cages them and wonders why they're dead.
All that stuff had lowered an Invulns survivability as well if they're doing well to recover aggro. Despite knowing how to play to ones strengths one doesn't always get to.
Invuln had its downs with a bugged aura and the teams misguided on how to play around Invulns did a lot to help the enemy. It was always a bit daft to have the expectations of an Invuln to be the same as anyother.
I went on test and played like a loon. It was so much better and allows invulns room to breath on [censored] teams, which can be frustrating countering fun.
On Malta, Sappers were a lot lighter but the -rechg way heavy. On Carnies the end drain can still lead to you detoggled, aside from Psi really that's what was worried about as a pure Invuln.
I read the US post about end drain res being raised and the rechg res being unnoticeable but in a way you have to feel something but when it comes to Brutes and Scrappers in particular its not quite there. Its like me on Shields but the other way around. I thought people mad for having an Invuln brute to begin with anyway and feel that for them more rechg and end drain resistance would be better.
I feel that it is closer to where it should be now personally. Once you add team mates debuffing and buffing it could prove to be about right. Some people like a walk in the park reward fest and some people like to feel like they're in a fight. -
I like Synapse so far. I was very happy with his Q and A and have no objections to what was said.
Some people that have had objections to that Q and A seem to be rather self absorbed thinking only for themselves and how things effect 'them'. I much rather a system in place where there isn't a huge divide between the haves and the have nots. Playing on different servers on peak and off peak I see how things are different for different people. Sure earning merits is slower for those who solo but it doesn't take too many merits to get the key IOs to make their characters "just so" soon enough. It's not going to be exactly fair to start with, never is, but its all in a good direction.
I am happy with the thinking behind it.
I like base changes that mean making a better base sooner so yeah I like Sunstorm too. -
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I am not sure 'sodding hard' is the domain of experienced players. It should make sense for a team to listen to an experienced player or decide on a leader and hope they're the best one.
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But what if there is no experienced leader about? If they're all newcomers to the game and expect the TF to be a bit harder thing to do than generic missions they'll have a hard time and most of them WILL quit. The thing is, for the first TF you shouldnt have to hope that you get a good leader and a good setup of team (not more than 3 or 4 players). It should be challenging but yet something that would encourage people to try more TFs. In the end, most people who try Positron first wont be doing more TFs until they realize that Posi is just a one-off screwed TF. People cursing this TF on channels wont help it either.
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I generally have to do things once, but if we couldn't do enough in time I expect to of figured a lot out on a first run to aid the second. This is normal to me. Look at Manticore and Citadel, they're way underpowered for a typical team.
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While I agree about the comment on Manticore and Citadel the truth is, if you fail Positron TF once (your first try) and realize it 1) takes ages 2) is tedious 3) people generally dont complete it you are not very likely to try it again.
Besides as has been said, Posi is not so much about your skills but about very limited powers and enhancers combined with 2 annoying (way too debuffing/mezzing [CoT] and a very damaging group [Vahz]) villain groups.
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Okay, Positron is great for the time it takes, I likes it, it may make people think that at times some tenaciousness and perseverance is needed to complete these things.
But there is nothing wrong with a bunch of new players doing something for the first time together, finding it hard and failing. I was here when the game started. That's what people did then. What are people now? Part of a cotton wool generation?
Don't think I am saying "make them all challenging" without saying "make the rewards worth the challenge". I like things meaty, worth sinking your teeth into and still believe that any 2 TFs worth of reward should easily get the Firetank their KB prot IO.
The quick TFs can be less ghostable and the long ones, more ghostable. -
Words like "I would love them all to be sodding hard" doesn't equate to "Make Positron harder" but if you think its easy well then
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I am not sure 'sodding hard' is the domain of experienced players. It should make sense for a team to listen to an experienced player or decide on a leader and hope they're the best one. I generally have to do things once, but if we couldn't do enough in time. I expect to of figured a lot out on a first run to aid the second. This is normal to me. Look at Manticore and Citadel, they're way underpowered for a typical team.
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If it takes Ranged IOs then it is ranged and all scrappers have a ranged origin power from the get go.

I liked the guide. I knew about it but I love enthusiasm. I think in doing anything the whole of a build needs to be taken into account.
I prefer the chance for neg dam on broadsword mainly because of the sword and shield you can get to match it to. -
I am lost on why a few people finding a couple of TFs annoying or boring, or 'apparently' impossible for newbie teams would warrant a fix. The only fixes needed is where the TFs aren't played as intended. Everyone has their own idea of fun or challenging. The game has people saying things are too easy and then some people saying things are too hard so in that case I would consider the prospect of some builds being too good or purposely built for making things quicker on a tf and some builds being too bad and/or team cooperation is at a lull.
The best Cavern trial I ever done was a kill all, with one stupid death (well you can't play peoples characters for them). That was a pug. I had more respect for it as something of a challenge and more respect for the other players for gelling so quick and it felt like an achievement as opposed to a matter of course.
I would love them all to be sodding hard and even more sodding rewarding for it personally. I do a TF once and I walk away with loads of merits, hopefully finding more and more serious people sharing a common goal on it. -
Confront is part of a scrappers primary, where as taunt is a tankers secondary. Any power in either primary or secondary is in the way of something else.
On heroes I kind of like the idea of being in a team and everyones healthbars being everyones responsibility.
I first logged into the game as a controller to find there was a better one called a tanker. Some people have no idea of taunt controls true worth and I am counting the 'years' that'll go by before they catch on.