New Dawn

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  1. I did want mog to gap the time between when you can make costume changes.
  2. New Dawn

    Tank-fender

    Quote:
    Originally Posted by Vicar View Post
    Black Hole is also rather usefull for ambush situations just make sure you tell people that you have phased the ambush. As amusing as it is to watch a scrapper wail away on something for 30 seconds and not realize he is doing 0 damage, some people seem to get rather peeved for some reason. I will have to admit doing this for no other reason than to amuse myself though. I do the same with my Ice FF controler *shrug*.
    I'd rather use Black hole out of foresight and have someone tell me I shouldn't out of their hindsight than think that I should of used black hole out of hindsight. Some people don't take it, but concept is concept and if ya gonna have something may as well use it at certain points.

    Sometimes you can come to know how long a fight duration with each mob lasts and so determine that a nearby group that might percieve the team should be BH'd in advance or just take out a surprise ambush. Some dark defs I've seen use it on like the last guy that the team needs to defeat in a group.
  3. Either way offenders too lost in their attack chains to notice a worry are bad defenders.
  4. Quote:
    Originally Posted by ChaosExMachina View Post
    Martial Arts.
    Or a mix of MA and KM?
  5. Stealth is about avoiding detection. I guess aggro capping is selective avoidance.
  6. Run - the song by Snow Patrol or sung by Leona Lewis. Its a song about hope.
  7. I grew up interested in superhero comics, when I could afford them, I used to draw my own comics when I couldn't so when I saw a game where you could create a super hero for the first time I thought "interesting...hate the cover, bugger it" and gave it a try. Didn't know it was an online game till I got home.
  8. Being as I've never thought about min/maxxing a team but to date agree with Silas's support guides I'll have what he's having in the team. With the exception that to play in it I'll have to be DM/Shield brute instead of a scrapper. Time saved!
  9. Quote:
    Originally Posted by Finduilas View Post
    Taunt gives you the ability to taunt at range; something that can't be replicated by an aura, even one slotted for Taunt duration.

    This is the big thing that I would say that is missing and why? Well because I like Tankers to tank anything for anyone. So in tanking the worst AV that Shield could wish for, relying on the support of a defender which might be the worst one you could ever hope to have, taunt should add the flexibility to get it done so that everyone who has spent the previous amount of kung fu on a TF gets to complete the thing. It maybe you might have to duct tape a defender out of a blaster/scrapper and tank an AV, the cup is still half full. You have the whole team to think about and in doing that perhaps have to keep AoEs off of them. Infact just to reliably keep an AVs direction of fire on you I wouldn't be without it.

    Right now I would rework the build and swap Combat Jump for taunt.You could Mako Set an attack and put 2 Blessing of Zephyrs in SS.
  10. Quote:
    Originally Posted by Arcanaville View Post
    You shouldn't be able to do that anymore, because the firing brain of most critters should now be much harder to confuse in that way (actually it should be practically impossible because they don't "think" as much about which attack to use).
    I know its a method, saving the world should be done by any means but I won't do map traps, I sometimes use the map to my advantage though. What info you got on this part of the AI? I know the AI responds to other peoples threat levels and if you are out of range it will look to position somewhere so that you are.
  11. Quote:
    Originally Posted by TheTwoFourThree View Post
    Have we been playing the same game? In my experience more often than not scrappers need to be babysat the most. More so than blasters even. Blasters understand that if something looks at them pain will ensue. Scrappers in general have suicidal tendencies and whether they die or not relies on how good their support is. I know many great scrappers who can hold their own in a fight but generally I see them as suicidal monkeys.

    As for a scrapper tanking, I don't believe. Some scrappers can take alphas and maybe keep one enemy occupied but not a group. My fire blaster steals aggro off of scrappers like nobody's business.
    We clearly have because I said often the players behind Scrappers can be wreckless and you say Scrappers in general are suicidal.

    I could and have done, got a team of Scrappers, done the STF and barely had anyone die at all so a bunch of Scrappers can Mo it without the support of any other AT quite easily. Sometimes you can have a unexpected moment so sometimes the unlucky defeat can happen.

    Yep I'll tank 95% - 99% of AVs whatever, with a team of whatever with a Scrapper. I am on Defiant and the Scrapper is called Katalina which is a Claws/SR.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    It's always the scrapper. Always.
    Players behind scrappers are often wreckless. The AT itself could tank that tree all day long with the right player.
  13. Quote:
    Originally Posted by Arcanaville View Post
    In an all blaster STF I wouldn't try to tank him with a blaster, I would shoot at him and get him to run around following me all over his tethered area, and load up on healing insps and break frees just in case. His maximum range is 110 feet, and its possible to snipe-aggro him and then stay out of his range almost permanently with careful pulling. And like all critters, he's pretty brain dead if you see him often enough to figure out what confuses him (deciding on leaping directions is one thing I recall, although that was a while ago).

    If there are blasters actually tanking LR in the STF without massive ally buffs, more power to them but my guess is that would have to be a highly optimized build for that purpose.
    I believe there is a risk that another Blaster whilst attacking the towers would register as a greater threat. Then LR would leave the Blaster whose attacks are of 110ft+ in range and go for everybody else after the one with great threat on a tower.

    Kheldians with their ample base range in Novas with just slightly more range can probably collectively just shoot down each tower from 125ft iirc before even looking at and shooting LR dead. The map doesn't lend itself to easy kiting. A group of Novas would need to know where not to float and shoot from as LR can SJ to higher points.

    That 110ft can be -ranged, meaning any Tank with nicely slotted taunt can comfortably do the kiting without losing aggro. Confront on Scrapper will do but it is due to lack of total threat possibly more likely to lose aggro to other characters taking down a tower. Done well the need for controllers or defenders in team for the LR fight is pretty nigh non existent.
  14. There is more risk in melee than there is at range. Melee damage is more powerful than ranged. The reward of being at risk is that you might kill quicker. If its safe to blap then it pays to blap. If there is more risk in blapping then there maybe more fun in blapping.

    I call damage a means of providing support. We've all heard of support fire. It suppresses the enemy, defines or shapes battlefields. Blasters have been defined as Ranged/Support by CoX before. Blasters can to some extent fill two roles on top of Blasting usually, they can be made into something of a scrapper or something of a controller.
  15. Air Sup has -fly and that's an asset. The DPA of it might look good too. The knockdown on a ST should be alot more end freindlier than the AoE attacks.
  16. New Dawn

    Weave Or Hasten?

    Hasten works out slightly better than combat jump for adding survivability to an Invuln. It more or less depends where you are starting from but I am thinking as though you've built on basic SOs or IOs. Weave offers double the def than CJ so it's going to be better.
  17. I do alot of Valkyries so I have alot of characters that can fly.

    Most people can replace fly with jetpack and be happy.
  18. Liquefy on a controller can do upto -40% -tohit using enhancements. You can get its recharge below 150s easily and with +rechg bonuses even more. A pickable power, Power boost can boost it anytime its up, so a mix of slots would do so you can improve the hold and still have good -tohit despite less tohit debuffs.

    The toggles are expensive but with 3 endurance slotting they will be good effect for end. You could always get conserve energy anyway.

    Elec synergises with Sonic in the way that conductive aura provides endurance returns anyhow. Mobs should offer their best hits, they'll be resisted, the mobs find themselves end drained, no end no power and any slightly harder mobs can be liquefied. In missions you might only need liquefy every so often anyway.
  19. Given the new powersets, likely new concepts, doms and brutes maybe more common since GR. When it comes to obsolescence, I'd say Stalkers as being the closest atm.

    Assassination has too long an interrupt time in PvE and returning to hide just don't happen quick enough. Pretty much resort to scrapping in teams as they steam through things. Occassionaly I might get AS off, it's often interrupted by mobs moving, mobs dying or I get detected. I reckon if you could lock a target, move with it and still fire it off it'll work out.
  20. Quote:
    Originally Posted by TheMullet View Post
    Very good points. I'll play around will all that.

    Enhancements are something that's a problem for me because I'm kinda broke.
    Cheap fix and respec:

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  21. Go for it, just because its rare doesn't mean its all bad, it's a rare combo because Elec/ is new. Whether or not its fun is down to you. The elec side should contribute to that anyway. If you've seen say only one or two guides on Sonic then thats because there aint much need for any more. Sonic is about extending the life expectancy of team mates and reducing the enemies. More for steam rolling in big pugs, useful on Mo's, Liquefy is -tohit but it still lacks in usefulness versus Psi enemies unless you count the active defense of sonic repulsion as something. Sonic cage is meaningful though for putting out a key enemy thats creating problems or aiding enemy survivability like a Carnie Dark Servant pet would.
  22. Quote:
    Originally Posted by Electronuts View Post
    The trick definitely seemed to be staying as one group and taking down the respawns quickly.
    This. People spread out, as a buffer last night I was shooting about the room and it not good for peoples health as I would just like to react rather than look for people and react. Takes nothing to stick a waypoint on a leader and keep a small map up.
  23. Overall the builds that get thrown around within private sg forums tend to lack something despite exactly known intent. Suggestions on these forums usually get done with not knowing someones intent till five days later if ever.

    Unstoppable was well over slotted as some people have said.

    I have used unstoppable versus Recluse with a build that didn't have tough in it.

    I have used Unstoppable 3 times in a row as soon as it is up in front of Ghost Widow, Mako and Scirroco without being defeated during any or between any of the crashes. Not being afraid to crash and with a cup half full myself I don't knock what players do to get things done. Some players will work past the crashes, some won't. It is not a death sentence as been said.

    Unaided in terms of support, in melee, an Invuln tanker can go the distance a teams fight duration, with Ghost Widow, they could be hit by soul storm but they ain't going down due to being unstoppable.

    Ofc nobody needs to need unstoppable.

    All that KB protection and the Panacea looks to me like he pvps.

    But I still don't get all that extra resistance.
  24. New Dawn

    Fire/Trick Arrow

    Local Man you saved me time! I was 5 mins into a reply when ya already done one.
  25. Pacifist builds are fine by me. In game few people care. Ingame few people can do without the healer what rocks an aura. What narks me is the people who need healers, not the people who want to be healers and contribute to teams in an indirect way. You pay your subs, have what you like. I've paid for someone elses account before and I still didn't get a say on their builds but it was a kid and alot of kids do play this.

    More than 3 of any IO is bad and I'd say that with each extra IO of any type ya might want to check what that IO has to offer as with each one less bang for buck might be gained.

    Fitness pool will be an inherent soon. Thats a good thing as it can mean you swap those four fitness pool powers for four attacks and perhaps look at them as debuffs if ya fancied a pacifist point of view anyway.

    Fitness pool isn't a necessity with empathy especially if you use a lot of +rechg sets anyway on top of haste.

    With fitness pool as a basic inherent, IOsets and good slotting I would say that you could easily 5 slot the extra 4 attacks you might get. I prefer AoEs on defenders as the damage adds up across the maximum amount of targets. Being that you will be a proactive/reactive player any attack with a low animation time would be better.

    Edit: Just realised this is a necro'd thread XD