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Posts
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So on an ITF last night, i teamed with a WP scrap who said something along the lines of "i would try to tank but i cant after they nerfed WP". having not heard anything about this i asked when and what they did and s/he replied i15 and just commenced to name off power (I assumed the values were lowered?). is there any weight to this? and if so was it in the patch notes?.
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cold/ice. can easily solo, has great buffs, amazing debuffs, good ST damage, two AoE powers with blaster lvl damage, and snow storm :P. it is by far the most fun ive had on a defender to date. however, if you wanted to provide "teh 1337 d3bUfF5!!!1!!1!" cold/sonic would be a better choice. moar -res, kthnx. i use to say rad/sonic for whenever the question of "what should i do next" came up but that ruined the game for me. ( and i think that cold/sonic actually does more -res than rad/sonic but im not sure)
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Enhanced Difficulty Options - Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.'s Representative in Paragon City or Fateweaver in the Rogue Isles.
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Make salvage/recipe system----> we don't want a market system like WoW---->it turns close to WoW with inequitable salvage drops---->farming resolves this---->STOP the FARMING! echoes throughout CoX---->War on spammers is begun (and a joke)---->make MA---->test players warn of exploits---->MA goes live to cheers of farmers everywhere---->Positron threatens DOOM for exploiting MA in ways that "weren't expected but were sorta after all"---->MA is nerfed [the most traumatic nerf is the best emote EVER *chicken tug* is taken away]---->issue 16 now offers you to make farms out of content.
Sorry, I just can't help but notice when management loses perpective on a message.
Predictions on the next evolution in this chain? The addition of custom-colorable chicken tug emote is the only acceptable option.
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this -
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Fail
The only thing I liked was Elec Melee Scrappers...and that's only because of Lightning Rod (the rest of ELM is bleh).
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wb?
oooo defenders get traps!....ffffffffuuuuuuuuu
gimme therm/fire RITE NOA -
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PC_Guy
Storm and Sonic, both of which debuff, and fighting at high level. I've already said that debuff sets seem to do fairly well, and that the problem exists more significantly at lower level.
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Orly? for the most part i would consider the lower levels to be much easier to solo since for the most part all the baddies are pretty strait forward i.e. skulls, hellions, trolls. Also im pretty sure psyonico has a video of his emp/nrg(?) soloing a few EBs and missions if you would like for me to find and post that as well. -
TBH? not I. i would have MUCH rather seen dark blast but *shrugs* it is what it is. Im hopping that the damage will be up to par with the other blasts coughpsiblastcough.
I AM pissed that defenders get the shaft once again. traps and AR WTF is that? gimme therm/fire RITE NOA! -
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I had an idea to turn away from the farms in the AE, the idea is the following, the AE would still have XP, but this would only be given at the end of missions, while the influence and prestige could run normally.
What does this change?
The lowbies return to normal missions and know the great game they have in their hands, so only the chars level 50 would make the AE, to raise prestige and influence, I bet that the number of lowbies doing AE decrease 95% and the game would have the grace that was before ...
This is the only salvation I see for the game at that time ...
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you sir, have no idea what your talking about.
A) the game doesnt need "saving"
B) if it did, this is not the way to "save" it
C) this wouldnt change anything. people would just make missions that would be easily completed and farm mission bonuses.
i suggest you have a decent idea and put a little more thought into an idea that is suppose to be [ QUOTE ]
the only salvation I see for the game at that time ...
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I'm told the Devs have described the Defender as the best balanced AT. I'm forced to wonder at this.
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say what now? -
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I am unenhanced at the moment.
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i am confused...you can make yourself better?
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he can, but he doesn't need to. anyone looks at him wrong he just locks their thread. -
best moments:
doing an MSTF with 2 bubblers, kin, and no h3alz0rs.
fire tank STF
first 20 minute ITF
being the only tank left alive during a hami raid after being told by all ice tanks that i was "fa sho gonna die"
watching TW get jacked by someone and the chaos that soon followed for hours. mucho lulz
telling the sentai that they were all power rangers and watching them get all pissy about it
when mod08 said hai to me. that was awsum. -
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Hasn't fire/kin controller always been the farming build?
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not ALWAYS.
fire/fire tanks pre GDN, aggro nerf and ED.
even now. some other builds (arch/MM come to mind) are a little better for farming that fire/kins but they are probably the easiest to farm with.
Every AT has its extremes. -
I would also say fire breath because you can pair it with boost range and make it super special awesome
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/rad whilst thematic is certianly a little overkill on defense defbuffing, but any of the three are pretty fun combinations.
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When you're fighting Paragon Protectors, Nemesis, Rikti, or Mako, there's no such thing as overkill on resistance debuffing.
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fxt -
rad/sonic
rad/psi used to (im really not sure if it does anymore) have good PveeP potential but i guess everything does now adays. -
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mpathy shines on dysfunctional teams, which the AE _BREEDS_ So it's hard for people to attribute value to sets that work best when you have a competent team
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as does a well played cold, FF, and D3
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My aura heal was the only utility I had, and she had it too.
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Orly? yea who needs fortitude, both RAs, adrenaline boost, clear mind, <censored> that!
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However, when one of our Scrappers got into trouble (Scrapperlock, go figure) and I healed him up and let him fight it out, I was thanked all over the place. It was a little sad...
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And maybe here in lies the problem? empathy is a BUFF set not a HEAL set. True on most good teams little healing is required but the de/buffs from empathy, leadership, and secondaries improve an already good team. most everyday H3aLz0rs just put heal on auto when the team is ok and go watch TV, a great defender is able to attack keep the team well buffed and put out as much damage as is possible to help move it along that much faster. most people dont like this because they dont get the same appreciation that they do while healing. personally, I can not count the number of times im in a raid/tf/mission/anything and see "great healz" pop up. you never see someone tell the FF "awesome bubbles" or /tell a rad "awesome debuffs" because all the general public cares about is green numbers. see healing arrow.
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Ignore the idiots and show them the ability of non-healers to shut them up.... like usual?
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QFT -
To be honest idk what im doing wrong but when i play the toon it just doesnt feel as up to snuff as it should be. with the exception of single target debuffing, he seems to be way to squishy and lacking in damage from what ive read about on the forums from everyone else. So i figured id post my build up for a little feedback. this is his current slotting and i slotted for recharge mainly because i didnt really know what else to slot for and that seemed like a good place to start.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Mrcl-Heal(A), Mrcl-EndRdx/Rchg(3), Mrcl-Heal/Rchg(3), RechRdx-I(5)
Level 1: Shriek -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(7), Entrpc-Heal%(13)
Level 2: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitDeb(13), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(17), Achilles-ResDeb%(17)
Level 4: Scream -- Entrpc-Acc/Dmg(A), Entrpc-Heal%(11), Entrpc-Dmg/EndRdx(19), Entrpc-Dmg/Rchg(19), Entrpc-Dmg/EndRdx/Rchg(21)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Lingering Radiation -- Acc-I(A), Acc-I(23), Acc-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 14: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(21)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(46), Empty(50)
Level 18: Shout -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(27), Entrpc-Dmg/Rchg(29), Entrpc-Dmg/EndRdx/Rchg(29), Entrpc-Heal%(31)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
Level 22: Amplify -- RechRdx-I(A), RechRdx-I(34), HO:Membr(34)
Level 24: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
Level 26: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), ToHitDeb-I(39)
Level 28: Mutation -- Empty(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Slow%(42), BasGaze-EndRdx/Rchg/Hold(43)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(46)
Level 38: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42), HO:Membr(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 49: Vengeance -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]7% DamageBuff(Smashing)[*]7% DamageBuff(Lethal)[*]7% DamageBuff(Fire)[*]7% DamageBuff(Cold)[*]7% DamageBuff(Energy)[*]7% DamageBuff(Negative)[*]7% DamageBuff(Toxic)[*]7% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]4.25% Defense(Ranged)[*]3% Defense(AoE)[*]6.75% Max End[*]25% Enhancement(Accuracy)[*]61.3% Enhancement(RechargeTime)[*]68.7 HP (6.75%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 8.25%[*]MezResist(Immobilize) 2.2%[*]15% (0.25 End/sec) Recovery[*]50% (2.12 HP/sec) Regeneration[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[/list] -
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I feel so left out...
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well, since everyone else already said it...
+1
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