Paradoxe

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  1. Can we get a rationale from the devs as to why they felt the need to remove anonymity from the game with the removal of the global/local wall? Some of us actually liked having a bit of seperation between player and characters.
  2. Notes from a Mercs/Traps MM at 25:

    1) Caltrops is overrated. I don't *need* to slow down my mobs, Poison Trap does that. And frankly, scattering them is the last thing I want.
    2) Poison Trap rules. A decent Hold (Choke/Vomit) that stacks with itself and reduces Regen rate - where is the bad in this? I've seen this thing trip up Elite Bosses.
    3) Acid Mortar does -Res *and* -Def. Do I need to say more? Makes hard battles go faster, and your teammates love it.
    4) Triage Beacon is far too fun, especially in EB or Boss-rich battles. The regen rate under current rules is really impressive, especially with 3 SOs.
    5) Another point to consider when looking at Burst over Slug is the lack of Knockback. You *may* think that's a disadvantage, but since I use my attack to start a combat I like the mobs to come running ASAP.
    6) I saw someone up there advise people to *not* do the Equip on Spec Ops, since all it gives you is the Rifle Butt attack and the Flash Grenade. I heartily disagree. The flash grenade is a fantastic attack, since it does disorient, and with 2Spec Ops throwing them they can overwhelm Bosses.
  3. [ QUOTE ]
    If you have an EBgames near you, just choose the ship-to-store option - usually free.

    [/ QUOTE ]

    Again, doesn't support Canadian orders.
  4. [ QUOTE ]
    [ QUOTE ]
    1) Are these actually *in* stores yet? Do we have a tentative ETA if not?
    2) Do you have any info on which ones go to Canadian stores? Specifically EB Canada and Future Shop?

    [/ QUOTE ]

    Shipped out to stores just today , and just pre-order from eb.com and you will be ok..

    [/ QUOTE ]

    Thanks for the answer to 1).

    Anyone have one for 2)? ebgames.com charges a ridiculous sum to ship to .ca, and besides, they say US only.

    I'd really like to know what the Canadian preorder plans are.
  5. 1) Are these actually *in* stores yet? Do we have a tentative ETA if not?
    2) Do you have any info on which ones go to Canadian stores? Specifically EB Canada and Future Shop?
  6. You have to give them this much, by crippling EA and WI, they've actually made Permafrost somewhat desireable so that Ice Tankers don't get *completely* murdered by Fire.

    Yup, so fair.

  7. [ QUOTE ]
    Oh - one other change coming soon to the Training Room...

    This was an idea taken right from this forum. Since Ice Armor has no Resistance, it's a zero sum sort of power set. In other words, you're hit or your not. Well, someone (I've forgotten who) suggested adding a Damage Debuff to one of the powers - and we did! Chilling Embrace gains the ability to debuff mob damage ( though it's Recharge debuff is slightly slower now).

    [/ QUOTE ]

    The tone of that bit implies to me that hes saying "you're getting X, but Y is going to be reduced to compensate."

    I hope you're right though.
  8. I'd be surprised if it's more than 20-25% Damage Debuff, and I expect the slow Debuff to be dropped by at least 10%, if not more.

    Statesman's post implies to me that they're going to give us the Damage Debuff *at the cost* of Recharge/Slow debuff.

    Gee, what fun. Cookie cutter Ice Tanks, here we come.
  9. [ QUOTE ]
    Oh - one other change coming soon to the Training Room...

    This was an idea taken right from this forum. Since Ice Armor has no Resistance, it's a zero sum sort of power set. In other words, you're hit or your not. Well, someone (I've forgotten who) suggested adding a Damage Debuff to one of the powers - and we did! Chilling Embrace gains the ability to debuff mob damage (though it's Recharge debuff is slightly slower now).

    [/ QUOTE ]

    I was going to go on a major rant about how this sucks, about how it's giving us half-arsed melee-only RES without doing actually giving us any, but I won't.

    Because despite that, it sounds like its effective RES vs. All, which will be nice. Might make us a bit less of a punching bag.

    I would however say that this power (and similar ones in other sets) really makes clear the need for -Recharge enhancements and -Damage enhancement for debuff powers.

    Because as it stands now, most people will take this and only slot it for endurance and taunt.
  10. States, this is nice....

    ...but *come on*. Why do you make these MASSIVE steps in killing a power, and then take these itty bitty baby steps in rectifying your error?

    You broke Ice Armor. You're wrong. Accept it.
  11. Adron's comments brings me to a solution I came up with to make DEf equal to RES.

    The problem lies in that DEF is *subtracted* from accuracy, while RES is *multipled* against damage.

    ie: Accuracy = Base - DEF, while Damage = Base * (1-RES)

    I propose we change the calculation for how DEF is applied, making it:

    Accuracy = Base * (1-DEF).

    This would, of course, require a massive inflation of all DEF numbers - probably to values somewhat above their Issue 4 values. You'd probably want the same for base accuracy. But think about it:

    Let's say I have 75% DEF and I4 Acc:

    +0
    Minion: 12.5% Acc
    Lt: 15.6% Acc
    Boss: 18.75% Acc

    Cap the Tanker powers to reach that (or maybe even 80%). Cap the Scrapper powers to be 5-10% below that. Then allow a Force Fielder to allow you to reach an effective cap of 90%.

    *NOW* DEF is equivalent, at all levels, to RES.


    I'm sure there's a lot of holes in that, but it can't be any worse than what we have now.



    Edit:

    [ QUOTE ]
    Here's the real numbers (that's what I get for doing stuff from memory).

    Wet Ice
    0.5% base
    1.265% Defence from Wet Ice with ++ SO's.

    17.71% Max Defence from Energy Absorbtion (not what I had earlier).

    [/ QUOTE ]

    And this doesn't strike you as SCREWED UP?!
  12. [ QUOTE ]
    Well, I've deleted my level 35 Ice tank, so I probably don't have any right to post here. But looking at the numbers...whether it's 0.5% or 1.3%, either way it means that Ice tanks are going to be a complete joke.

    <snip>

    The new I5 numbers, though...it's a joke. I'm going to start referring to Ice tanks as 'Glass' tanks from now on.

    [/ QUOTE ]

    I'm not quite there, but unless something changes, I'm dropping my Ice Tank too.

    Hey devs, here's a hint: When die-hard Ice Tankers start deleting their Ice Tanks, you *might* take that as a clue that you're doing something wrong.

    When ornery S.O.B.s like me - who made and played an Ice tank through almost 40 levels, through non-stacking armors, EA nerfs, and AV one-shots, who played it as a matter of pride - decide to just give up and play another character type, you *should* take that as a clue that you're doing something wrong.

    When you get a thread like these Dev Response threads - filled with clear, consise explanations *why* you're wrong - you.... oh, you get the idea. I hope.
  13. Circ, I absolutely agree.

    It doesn't make sense that you have one 'defensive' set that outperforms the other against everything but one (albeit common) enemy set, under a limited set of circumstances (that being no acc buffs on enemies or DEF debuffs on you).

    But, it's clear the all the devs look at is that one particular enemy type and those limited circumstances when performing balance, and understanding that gives you some clue as to their balancing process.


    It doesn't make sense that one powerset does a rarely resisted damage type for its damage aura, while the other does *less* damage of a *more commonly resisted* damage type for almost 3 times the endurance cost, over 1/3 the area.

    But....actually, I got nothing on this one. Unless...they're counting Chilling Embrace in the equation somehow. Maybe.


    I'm 100% on with you, Circ. My Ice/EM is 36 now, and I just finished the 35-40 AV arcs (Envoy, Terra). Those were bad enough with what's on live, I shudder to think the slaughter they'll be under these goofy I5 rules. I *dread* the 40+ AV glut.
  14. [ QUOTE ]

    I tend to agree. Its part of why I think we're not getting any answers. I've looked at your numbers, and come to the same basic conclusions, but a deeper analysis shows that the two sets do not match up...

    Fire Shield provides 30% base RES S/L
    Frozen Armor provides 15% base DEF S/L


    [/ QUOTE ]

    See, this I can explain, because they *do* match up if you use the same math the devs do.

    For Minions, anyway.


    Take a +0 minion that does 10 damage per attack, 20 attacks.

    For the Fire Tanker: 50% hit, so that's 100 damage, 30% mitigation, so that's 70 damage.

    For the Ice Tanker: 50-15=35% hit, so that's 70 damage


    So, yes, it does work for minions. But for anything else, or anything above +0, it immediately falls down.
  15. It honestly seems to me that these changes are going to do little but make Ice Tankers more cookie cutter.

    As it stands now, taking Tough/Weave is a matter of choice. Post I5, we'll need the extra RES and DEF to be able to do our missions solo, never mind teams.


    Personal Test Results:

    Ice/EM, Level 36. FA slotted 5/1 (DEF/End), WI 5/1, GA 2/1, EA 3/3 (Rech/DEF)

    Live: I can run Rugged or Tenacious solo missions with some challenge, CoT/DE missions are always tough. Anything higher required major strategy, and CoT/DE are brutal.

    Test: I can run Heroic missions with significant care, and a lot of rest breaks or use of Hibernate, CoT/DE are brutal. I tried some Rugged/Tenacious, but had to go very slow and died often.
  16. TO be fair, this is appreciated.

    However, it doesn't even come close to addressing Ice Tanker concerns.

    1) Why is Wet Ice no longer giving any DEF?
    2) Why is Energy Absorption no longer giving any DEF?

    Between those, you've completely crippled Ice tankers. I can barely manage my own missions, let alone tank for a decent team unless I'm loaded up with FBubbles and SBubbles.

    3) Why has the Permafrost issue not been addressed (on the same vein, Temp Protection)? No power should be useless. Permafrost is. Replace it with something better. Ideally, dropping it, moving everything above down a slot, and giving us a useful L32 power would be best. That way, Ice Tankers can get their 'signature' power (Energy Aborption) at 18 like Fiery Aura does with Burn and Invulnerability does with Invicibility.

    4) Why is Icicles do damnably expensive? It's easily the most expensive Aura, for no adequately explained reason. For Fnord's sake, be consistent! And why doesn't it do cold damage instead of the oft-resisted Lethal?

    5) If tanker powersets are supposed to be (roughly) 133% of the scrapper, shouldn't Ice Tankers have far higher DEF?


    Honestly, your fix is like putting a bandaid on a scratched finger while ignoring a sucking chest wound.
  17. Sounds and effects definitely need work.

    All in all, however, the set is massively overpowered, IMO. -RES is a huge effect to be throwing out, putting the set on par with Fire for damage.

    It only takes 1 attack to get an immediate 20% damage boost on following attacks - FOR THE WHOLE TEAM!
  18. Paradoxe

    Call for Models

    Pyre Ant, a 25 Fire/Fire Tanker on Freedom.
  19. A Flying Kat/Inv Guide
    aka The Paradoxe
    v1.0, 2005-Jan-25
    v1.1, 2005-Mar-01 - Added some variant builds
    v1.2, 2005-Jun-15 - minor corrections

    I've seen some other guides that present Kat/Inv, but here's mine, for a Flying Kat/Inv scrapper.
    This guide is not about powergaming, although I do make some effort for effectiveness.

    Katana is a very fun set. The animations are cool, the attacks are fast, and the damage is respectable.
    Invulnerability, while it has had some big changes, is still a very respectable defensive set.

    Sections:
    1) The Build
    2) Per-Level Discussion
    3) Power Alternatives Discussion
    4) Play advice
    5) Resistance Defense Numbers
    6) Alternate Builds



    1) The Build (up to level 46)

    Slot[01] Level 1 (Starting Primary) : Gambler's Cut /Acc,Dmg,Dmg,Dmg,Dmg
    Slot[02] Level 1 (Starting Secondary) : Resist Physical Damage /DamRes
    Slot[03] Level 2 : Temp Invulnerability /EndRdx,DamRes,DamRes
    Slot[04] Level 4 : Flashing Steel /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[05] Level 6 : Hover /Fly,Fly,Fly
    Slot[06] Level 8 : Divine Avalanche /Acc,Acc,DefBuf
    Slot[07] Level 10 : Swift /Run
    Slot[08] Level 12 : Resist Elements /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[09] Level 14 : Fly /Fly
    Slot[10] Level 16 : Unyielding Stance /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[11] Level 18 : Health /Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : The Lotus Drops /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[14] Level 24 : Resist Energies /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[15] Level 26 : Soaring Dragon /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[16] Level 28 : Invincibility /EndRdx,HitBuf,HitBuf
    Slot[17] Level 30 : Calling The Wolf /Taunt
    Slot[18] Level 32 : Golden Dragonfly /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[19] Level 35 : Tough Hide /DefBuf,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
    Slot[20] Level 38 : Dull Pain(Inv) /Rchg,Rchg
    Slot[21] Level 41 : Conserve Power /Rchg,Rchg,Rchg,Rchg
    Slot[22] Level 44 : Unstoppable /Rchg

    I stop at level 46 because frankly, at that point, the build is complete. Add powers and slots as you see fit.

    2) Per-Level Discussion: (side notes in Italics)
    <ul type="square">[*]Level 1:
    Power Choices: Gambler's Cut, Resist Physical Defense

    Well, you have little choice on RPD, but I chose Gambler's Cut over Sting of the Wasp due to recharge speed and lower endurance usage. It makes a decent "chain filler" attack. You can take SotW without changing this build much. Slot Gambler's as you see fit (I ususally put that freebie damage), and dump a Resist Damage in RPD.
    [*]Level 2:
    Power Choice: Temp Invulnerability

    Might as well get this out of the way. It's a staple power, and it's good to have it at this point, even if you don't need to run it much at these low levels. Base slot should be Endurance Reduction.
    [*]Level 3:
    Slots: 2 in Temp Invuln

    You only want 3 slots in TI total, so let's do them now. In the pre-DO levels, I like to fill this up with Endurance Reduction - you have more endurance issues than damage issues at this point.
    [*]Level 4:
    Power Choice: Flashing Steel

    Whee, a wide cone. This is one of your staple attacks for much later. Slot for Damage.
    [*]Level 5:
    Slots: 1 in Gambler's Cut, 1 in Flashing Steel.

    At this point, I would put Accuracies in each.
    [*]Level 6:
    Power Choice: Hover

    Slot for Speed. It won't help much, but it does a little. This power is really rough to use until Level 22 when you get SOs. It will have some utility, though (very nice for spotting CoT for a team in King's Row).
    [*]Level 7:
    Slots: 1 in Gambler's Cut, 1 in Flashing Steel. (Damage)

    [*]Level 8:
    Power Choice: Divine Avalance

    Slot for Accuracy. DA is a decent power - the 20% DEF boost is very noticable, and with it's base recharge you can get it to stack.

    If you want, you can skip this and take something else - alternatives include the L1 power you didn't take (in this build, Sting of the Wasp), Build Up (I never really liked this), or Air Superiority (once you have Soaring Dragon and Golder Dragonfly, this can be used for an entertaining Knockup chain.) More on the alternatives later.
    [*]Level 9:
    Slots: 2 in Hover

    These are really for later - I did them now because I was getting tired of Hover being so slow. Once you get DO's, you'll love those slots. When you get SO's, you'll die with pleasure.
    [*]Level 10:
    Power Choice: Swift

    UPDATE: Swift does not appear to stack with Flight Powers. I still recommend you take it, it's more useful when you're walking anyway.
    [*]Level 11:
    Slots: 1 in Gambler's Cut, 1 in Flashing Steel

    I've maxed out the slots I want to dump into GC at this point. FS becomes yet more mighty.
    [*]Level 12:
    Power Choice: Resist Elements

    Slot with Resist Damage. This is actually a decent choice. You start running up against the Outcasts at this point, and the extra resistance helps.

    Okay, at this point, you have DO's. My personal purchase piorities:
    1) Damage Resistance (BTW, don't forget to start slotting TI for Damage Resistance)
    2) Accuracy
    3) Damage
    4) Endurance Reduction

    You'll want to use Hover now more - you're probably running into those Tsoo jerks and their caltrops.

    [*]Level 13:
    Slots: 1 in Divine Avalance (Accuracy), 1 in Flashing Steel (Damage)

    You always want DA to hit. Always. More damage in FS is always nice.
    [*]Level 14:
    Power Choice: FLY!

    Now we're talking! You've got the travel power. Freedom is yours! Until you get Stamina max slotted, slot an Endurance Reduction here.
    [*]Level 15:
    Slots: 2 in Resist Elements (Resistance)

    More resistance doesn't hurt.
    [*]Level 16:
    Power Choice: Unyeilding (slot for Endurance Reduction)

    Okay, you now want to run this power ALWAYS - resistance to everything, including effects! I recommend you start using Hover a lot more now - you want it to counteract the Def Debuff inherent on this power.
    [*]Level 17:
    Slots: 2 in Unyeilding (Damage Resistance Resistance)

    More resistance = good.

    You're starting to get pretty tough now. You'll notice that you're taking a lot less damage, but thanks to Unyeilding's Def Debuff, you're getting hit a bit more. You'll also starting noticing your Endurance usage BITES. In these next few levels we work to correct that.
    [*]Level 18:
    Power Choice: Health (slot for Healing)

    More Healing is always good. This can really cut down your downtime. Not really worth slotting heavily - you get the most boost just by taking the power.

    Yes, I know, The Lotus Drops is calling you. It's saying sweet things to you. Resist it.
    [*]Level 19:
    Slots: 2 in Unyeilding (Resist Damage)

    [*]Level 20:
    Power Choice: Stamina (slot for Endurance reduction)

    This power is so wonderful, you'll be wordering why the clouds haven't parted and Handel's Messiah isn't playing.

    Gentlemen (Ladies), you have a mission. Find out which contact is of your origin, and cultivate him/her first. You want those L25 Endurance Redovery SO's the moment you hit 22.
    [*]Level 21:
    Slots: 2 in Stamina (Endurance Recovery)

    What, are you kidding me? Endurance! ENDURANCE!
    [*]Level 22:
    Power Choice: The Lotus Drops (slot for Damage)

    Your AoE. Run into a group, throw this off, and enjoy the wonderful numbers ticking over the baddies' heads. Expensive though - don't overuse it against single opponents.

    You've made it! Level 22. You are now officially a badass. Start slotting up your powers with SO's - here's some priorities I use:

    1) Endurance Recovery
    2) Resistance (in Unyeilding)
    3) Damage
    4) Accuracy
    5) Resistance (in Temp Invuln)
    6) Endurance Reduction
    7) Resistance (everything else)
    8) Other - you can probably trade that Endurance Recovery in Flight for a Flight Speed now.

    Also, you'll notice Hover is pretty fast once you fill the 3 slots with Flight Speeds. Worth running a lot now.

    [*]Level 23:
    Slots: 2 in Stamina (Endurance Recovery)

    No endurance BAD. Endurance GOOD.
    [*]Level 24:
    Power Choice: Resist Energies (Resist Damage)

    More energy/negative resitance is very nice at this point - you're probably noticing those Freakshow Stunners really suck, and cutting down the CoT secondary damage is never bad.
    [*]Level 25:
    Slots: 1 in Unyeilding (Resist Damage), 1 in Stamina (Endurance Recovery)

    You've now maxed out your Unyeilding, as well as maxing out Stamina. You should be rolling in Endurance now - you don't have your big endurance-sucking final attacks, nor do you have Invincibility.

    As a note, you may now rejoice, for your Smash/Lethal Resistance is maxed out at 75%.
    [*]Level 26:
    Power Choice: Soaring Dragon (slot for Damage)

    Superior Damage and Knockup. One of your big guns. You'll be rather impressed with the damage it does with just the base slot filled.
    [*]Level 27:
    Slots: 2 in Resist Energies (Resist Damage)

    I like to keep my defenses symmetrical - and at this point I wanted to cut down on the annoying Energy/Negative damage. Stupid CoT.
    [*]Level 28:
    Power Choice: Invincibility (slot for Endurance Reduction)

    While this power is not the "I win" button it used to be before I3, it's still very powerful and wonderful to use. Go find groups of Banished in Dark Astoria and harrass them. If you're feeling plucky, you can go into Brickstown and start hunting some 30-ish Council or Crey.
    [*]Level 29:
    Slots: 2 in Invincibility (HitBuff)

    I hatehatehate missing. If you herd/team a lot, at this point you can consider dropping Accuracy enhancements from your attacks, but I wouldn't.
    [*]Level 30:
    Power Choice: Calling the Wolf (Slot for Taunt)

    At this point, I was teaming a lot, and I wanted something to pull guys off my blaster teammates. I also found it handy for managing street hunts and outdoors. This is a personal choice only. As an alternative, I'd recommend Dull Pain here, as an "Oh Crap" button.
    [*]Level 31:
    Slots: 1 in The Lotus Drops, 2 in Soaring Dragon (Damage)

    More damage is good.
    [*]Level 32:
    Power Choice: Golden Dragonfly (slot for Damage)

    If you thought Soaring Dragon was good, you haven't seen anything until you've seen this. This power has Extreme damage, Knockup, and enhanced critical chances. Once you've slotted it a bit, you can 1-strike Lt's if you're lucky.
    [*]Level 33:
    Slots: 1 in the Lotus Drops, 2 in Golden Dragonfly (Damage)


    Astute readers will notice at this point I have no Accuracies in Lotus Drops, Soaring Dragon, and Golden Dragonfly. We'll get to the last two - at this point, you can take a miss or two. I heartily recommend never slotting Lotus Drops with Accuracy - it is wasted there, in my opinion.
    [*]Level 34:
    Slots: 1 in Golden Dragonfly (Accuracy), 1 in Resist Energies (Resist Damage), 1 in Resist Elements (Resist Damage)

    Shoring up the defenses for the variable damage types we're seeing, and also working on the first strike capability of GD. You don't want it to miss.
    [*]Level 35:
    Power Choice: Tough Hide (slot for DefBuff)

    This is a bit of a debateable choice, I know. While it's only 5.625% Defense, barely more than Hover, TH has the advantage of being an Auto Power. At this point I'd rather have free constant Defense than have to use another toggle.
    [*]Level 36:
    Slots: 1 in each of The Lotus Drops, Soaring Dragon, and Golden Dragonfly (Damage, Accuracy, and Damage, respecitvely)

    I tend to focus on defenses, but at this point it's wise to boost our damage a bit.
    [*]Level 37:
    Slots: 3 in Tough Hide (DefBuff)

    And now we boost our DEF.
    [*]Level 38:
    Power Choice: Dull Pain (Slot for Recharge)

    This is an "oh crap" power in this build. We're not going to spend too much effort on it - I just wanted the freebie heal.

    Yes, I didn't take Unstoppable. While it would make an even better "oh crap" power than Dull Pain, with the current recharge on it I'd rather have the relatively quicker recharge on Dull Pain.
    [*]Level 39:
    Slots: 1 in Dull Pain (Recharge), 1 in Resist Energies (Resist Damage), 1 in Resist Elements (Resist Damage)

    A bit of a defensive boost, and we make sure DP comes up a bit faster. 210 seconds is a fair recharge.
    [*]Level 40:
    Slots: 1 in Resist Energies (Resist Damage), 1 in Resist Elements (Resist Damage), 1 in Soaring Dragon (Damage)

    Finish off the Resistance angle of our defenses, AND we now have all attacks (but GC and DA, which don't count) 5-slotted.
    [*]Level 41:
    Power Choice: Conserve Power (slot for Recharge)

    Man, I love this power. I recommend you use it this way: 1) Attack baddie until your endurance is at 25% or so. 2) Hit CP. 3) Attack baddie freely for the duration, watching as your endurance bar recharges *anyway*. 3) Once CP runs out, continue attacking. It's like Unstoppable, without the heart attack.
    [*]Level 42:
    Slots: 3 in Conserve Power (Recharge)

    You want this power more. Lots more. 4 Recharge makes it come up just over once every 4 minutes.
    [*]Level 43:
    Slots: Divine Avalance (Defbuff), 2 in Tough Hide (Defbuff)

    And we've now finalized our Defenses. You don't have to put that slot in DA if you want to put it elsewhere.
    [*]Level 44:
    Power Choice: Unstoppable (Slot for Recharge)

    Yes, NOW we take it.
    [*]Level 45:
    Slots: Flashing Steel, Soaring Dragon, Golden Dragonfly (Damage)

    6-slotting now.
    [*]Level 46
    Slots: 2 in The Lotus Drops (Damage), 1 in Gambler's Cut (Damage)

    We're finalizing our damage - we now have 4 attacks 6-slotted!
    [/list]
    3) Power Alternatives Discussion
    <ul type="square">[*]Sting of the Wasp - You can take this instead of Gambler's Cut. Your choice. I prefer the faster recharge.
    [*]Take Hasten! - I'll admit it now, I'm not sold on Perma-Hasten. Actually, I think it's massively overrated. You've got 6 attacks, 4 of which do big damage, one that does decent damage, and one that gives a defensive boost. You have a LOT of chains possible to you. I've done the numbers, however, and I can see how it's useful. If you must use Hasten, I'd personally recommend stealing slots from Gambler's Cut and Divine Avalance to slot it.
    [*]What about Build Up? - I love it on my blasters, dislike it on my scrappers/tanks. I want consistent damage, not periodic boosts. I'd personally replace DA or Call of the Wolf with it, if you must.
    [*]Air Superiority as an alternative to DA?! - I can hear you now: "But it makes you put the sword away!" So? Look, it does Knockup. Timed right, it does it 100% of the time! Combine that with Soaring Dragon and Golden Dragonfly, that's 3 knockups! You can use Flashing Steel, The Lotus Drops, and Gambler's Cut to fill in the spaces where your victim is getting up. With these tools, it's easy to reduce a boss to complete ineffectiveness. AS is also smashing, which gives you an alternate damage type.
    [*]Can you skip Fly? - Well, yes, but then you need to 6-slot Hover. Hover 6-slotted + Swift is a bit faster than Fly unslotted. My only real problem with that is that you're eating up 3 slots. Up to you.
    [*]Unstoppable earlier! - You can take it instead of Dull Pain at 38. Your choice. I just have issues with my FLYING scrapper NOT FLYING and doing a dive every time it runs out.
    [*]Tough/Weave - Should you decide you want to use Tough instead of Temp Invuln, and tack on Weave (and Boxing), I'd do it in a respec, in place of Divine Avalance, Temp Invulnerabilty, and uhh...Tough Hide? Maybe Dull Pain? More toggles suck.
    [*]Focussed Accuracy? - Meh. 1.5 endurance per second! My word, that's pricy. You'd have to slot it up with Endurance Reduction, and even replace the Accuracies in your attacks with Endurance Reduction to have this not cripple you. Might be decent as a situational power, but I think it's eh.
    [*]The rest of Body Mastery? - See above for my opinion on FA. As for Laser Beam Eyes and Energy Torrent - heh. They're fun. I don't recommend them, per say, but they amuse me, especially Energy Torrent. Another impressive AoE (albeit a cone) in late game is so much fun, I can't describe it.
    [*]Combat Jumping instead of Tough Hide - I don't know if you can run CJ while in a Hover. I know it's a stupidly cheap toggle, but frankly, I just didn't want more toggles.
    [*]Stealth - I like Stealth. I just couldn't deal with the slow down. I suppose you could use it and Fly to ninja missions. Or Invis and Fly. Eh. Toggles bad.
    [*]Others? - Recall Friend is useful, but I hate being a taxi. Medicine can be handy - you don't need Dull Pain then...sorta. Presence - look, you're not a tank, deal with it - if you really want them, the fear effects are kinda neat now. Leadership is wasted on a scrapper. Super Speed (assuming you took Hasten) can replace Fly easily, with Hover for your vertical component.
    [*]What is it with you and toggles, anyway? - I have deep-seated personal issues with anything that nickels-and-dimes away endurance that I could use for attacks. It's an easy trap to get into, and then suddenly you have a net endurance recharge of 0 and run out of endurance after 2 bad guys. Maybe its emotional scarring from my Ice Tanker and Dark Scrapper, I don't know. I just think 4 toggles (TI, Uny, Inv, Hover) is more than enough, thank you.
    [*]Alternate slotting? - I like slotting up Health, especially with the I4 boost. You tend to take bits and pieces of damage, so increasing your Health regeneration can increase your staying power and reduce your need for Respites or Dull Plain. Many people like to make Dull Pain "Perma", thereby having an effective 40% higher HP and slighly higher regeneration all the time. I see the point, I just don't bother. [/list]



    4) Play Advice

    Robots suck. Clockwork, Mek Men (or whatever they're called now), Jump Bots, it doesn't matter, they suck. That huge lethal resistance will depress you. Thankfully, Nemesis robots don't have that.

    Vahzilok - ugh. You don't get a resistance to the Toxic until 16, so avoid them when you can.

    Tsoo will make you love Hover. You can sit above those stupid caltrops all day - just don't go too low.

    Toxic damage is painful. Psychic damage is agonizing. Learn to accept that.

    Council/5th Column humans are fun to hunt - watch for AoEs.

    The Banished Pantheon zombies are grass to your lawnmower, young padawan. Watch out for those Avalanche and Storm Shamans, though. And those Spirits with the psychic attacks....*shudder*.

    Crey is fun to hunt, as long as you avoid the armored units. Those, on the other hand, suck, much in the way of robots.

    Carnies suck. That endurance drain can be deadly - if they hit you at the wrong time your toggles drop and you're screwed. Be warned.

    Sappers suck HARDCORE. Kill them first. They are the PRIME argument for taking Unstoppable over Dull Pain at 38 in my build. You may want to collect Break Free inspirations when you're going Malta missions, just in case you get held when the Sapper drops your toggles.

    Knives of Artemis and their caltrops - remember the Tsoo? Those stupid things are back. Isn't it nice you have Hover and can ignore them?

    In general, you'll hate Web Grenades.

    You'll hate knockback. (Mot against you, the enemies. Stupid Energy Blasters.)

    You'll really hate those pushy Imps/Phantom Army too.

    You're not fast, travel-wise. Deal.

    "Float like a butterfly, sting like a bee." This should be your mantra. Although you'll tend to sting like a cuisinart. As the most mobile character in your team, you'll be expected to use that. Don't be afraid to hunt things down and/or kill that solo mob.

    NEVER underestimate what a defender or controller can do for you, especially Kinetics, Dark, and Rad defenders. I also recommend Storm Defenders, because their Lightning Storm is a riot.

    You can sometimes shutdown Temp Invuln when you don't need the S/L resistance, or Invincibility when you don't want the aggro. Know your situation.

    Favorite Chain for small groups: GD to GC to DA to SD to FS to GC to DA (repeat).

    Favorite Chain for large groups: TLD to FS to HS to GC to DA (repeat)

    PVP: PVP Sucks, I don't play it. I have no idea how good Paradoxe would be in it.

    5) Resistance/Defense Numbers

    Resistance:
    Smash/Lethal: 75% (30 from Unyeilding, 11.25 from RPD, 34.65 from TI)
    Energies: 63% (33% from Resist Energies, 30% from Unyeilding)
    Elements: 63% (33% from Resist Elements, 30% from Unyeilding)
    Toxic: 30% (Unyielding)
    Psychic: 0%

    Defense:
    Melee Static: 15.875% (12.375 from Tough Hide, 5% from Hover, -5% from Unyeilding, 3.5% Base from Invinc)
    Melee Variable: 3.5% per mob from Invincibility, 24% per usage from Divine Avalance
    Ranged Static: 15.875 (see above)
    Ranged Variable: 3.5% per mob from Invicibility

    6) Alternate Builds

    Fighting Variant

    By dropping Divine Avalanche, Tough Hide, and Temp Invulnerability, you can create an effective variant using the Fighting Power Pool. For a bit of extra damage, switch Gambler's for Sting. I would only recommend doing this later in the game with a respec. We don't slot up Tough Hide, since Weave provides more/better DEF. With the lower cost of Tough over Temp Invuln, this build runs Unyeilding+Invincibility+Tough+Weave+Hover without more endurance drain.

    Other features invlude a bit better Fly speed, less Invincibility slotting.

    Slot[01] Level 1 (Starting Primary) : Sting of the Wasp /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[02] Level 1 (Starting Secondary) : Resist Physical Damage /DamRes
    Slot[03] Level 2 : Flashing Steel /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[04] Level 4 : Dull Pain(Inv) /Rchg
    Slot[05] Level 6 : Boxing /Acc,Dmg
    Slot[06] Level 8 : Swift /Run
    Slot[07] Level 10 : Hover /Fly,Fly,Fly
    Slot[08] Level 12 : Resist Elements /DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[09] Level 14 : Fly /Fly,Fly
    Slot[10] Level 16 : Unyielding Stance /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[11] Level 18 : Health /Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : Tough /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[14] Level 24 : The Lotus Drops /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[15] Level 26 : Resist Energies /DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[16] Level 28 : Soaring Dragon /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[17] Level 30 : Invincibility /EndRdx
    Slot[18] Level 32 : Golden Dragonfly /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[19] Level 35 : Weave /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
    Slot[20] Level 38 : Tough Hide /DefBuf
    Slot[21] Level 41 : Kick (Fight) /Rchg,Rchg,Rchg,Rchg,Rchg
    Slot[22] Level 44 : Unstoppable /Rchg

    Knockup/Damage Variant

    In this build, I've done some work to increase damage and staying power, at the cost of Divine Avalanche. Also note that I've dropped all the Accuracy Enhancements from my attacks, in exchange for 3 HitBuf enhancements in Invincibility. The slots for that were pulled from Tough Hide, Resist Elements, and Resist Energies. Note the extra Recharge slot in Conserve Power, and the extra Heal in Health, instead of a Recharge in Dull Pain.

    Slot[01] Level 1 (Starting Primary) : Sting of the Wasp /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[02] Level 1 (Starting Secondary) : Resist Physical Damage /DamRes
    Slot[03] Level 2 : Temp Invulnerability /EndRdx,DamRes,DamRes
    Slot[04] Level 4 : Flashing Steel /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[05] Level 6 : Hover /Fly,Fly,Fly,Fly
    Slot[06] Level 8 : Air Superiority /Dmg,Dmg,Dmg
    Slot[07] Level 10 : Swift /Run
    Slot[08] Level 12 : Resist Elements /DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[09] Level 14 : Fly /Fly,Fly
    Slot[10] Level 16 : Unyielding Stance /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[11] Level 18 : Health /Heal,Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : The Lotus Drops /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[14] Level 24 : Resist Energies /DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[15] Level 26 : Soaring Dragon /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[16] Level 28 : Invincibility /EndRdx,DefBuf,HitBuf,HitBuf,DefBuf,HitBuf
    Slot[17] Level 30 : Calling The Wolf /Taunt
    Slot[18] Level 32 : Golden Dragonfly /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[19] Level 35 : Tough Hide /DefBuf
    Slot[20] Level 38 : Dull Pain(Inv) /Rchg
    Slot[21] Level 41 : Conserve Power /Rchg,Rchg,Rchg,Rchg,Rchg
    Slot[22] Level 44 : Unstoppable /Rchg

    Stealth Variant

    In this build, I drop Hover, since I'm working on using Concealment. Stealth provides much of our DEF. You could steal slots from Stealth, and exchange Build Up for Hover, but you have to slot Hover up quite a bit (extra 2 slots, roughly) to overcome Stealth's speed Debuff. As built, this version is made for hitting Stealth, running into a group, hitting Build Up, then your attack, then you activate Invincibility and go to town. Phase Shift makes a better "oh crap!" button than Unstoppable.

    Slot[01] Level 1 (Starting Primary) : Sting of the Wasp /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[02] Level 1 (Starting Secondary) : Resist Physical Damage /DamRes
    Slot[03] Level 2 : Flashing Steel /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[04] Level 4 : Temp Invulnerability /EndRdx,DamRes,DamRes
    Slot[05] Level 6 : Swift /Run,Run
    Slot[06] Level 8 : Stealth /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
    Slot[07] Level 10 : Air Superiority /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[08] Level 12 : Resist Elements /DamRes,DamRes,DamRes,DamRes
    Slot[09] Level 14 : Fly /Fly,Fly
    Slot[10] Level 16 : Unyielding Stance /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[11] Level 18 : Health /Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : The Lotus Drops /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[14] Level 24 : Resist Energies /DamRes,DamRes,DamRes,DamRes
    Slot[15] Level 26 : Soaring Dragon /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[16] Level 28 : Invincibility /EndRdx
    Slot[17] Level 30 : Build Up /Rchg,Rchg
    Slot[18] Level 32 : Golden Dragonfly /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
    Slot[19] Level 35 : Dull Pain(Inv) /Rchg
    Slot[20] Level 38 : Invisibility /EndRdx
    Slot[21] Level 41 : Conserve Power /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
    Slot[22] Level 44 : Phase Shift /EndRdx
  20. [ QUOTE ]

    Ms. Liberty is in fact Statesman's Sidekick but she leads a group of heroes herself. They are called the Vindicators: Minx, Valkyrie, Swan, Infernal, Luminary and most recently Aurora Borealis.


    [/ QUOTE ]

    Wow, I guess I'm lucky I didn't create that character with that name like I was originally planning to. (Or rather, I did, but deleted him for a different name.)
  21. Before this gets out of hand...

    The Gecko on Freedom server is *not* Geko.

    He's an SG-mate of mine, you would not believe how much crap he gets from people.
  22. I tested with my Ice Tanker.

    I pulled these numbers (Averaged through 10 tests):

    Chilling Embrace: 0.34 EPS
    Wet Ice: 0.34 EPS

    I suspect, but have been unable to test (since I'm not high enough to verify) that Glacial Armor would likely be the same.

    So for Ice Tankers, FA, CE, WI, and GA all have the same cost.
  23. The devs have already stated that your CoH subscription pays for the CoV subscription.

    You do, however, still have to buy CoV, for an extra $50 on-time charge.