RaikenX

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  1. RaikenX

    Soooo....

    >_>
    .
    .
    <_<
    .
    .
    >_>

    .......moo.....


    >_<
  2. I've just recently started to try and learn some of the in's and out's of the IO system. My first, and largely accidental, success was a stone/wp brute that was my first toon ever that solo'd a x8 map.

    My next serious project, and probably something a bit out of the norm, is to IO out my StJ/WP toon with as much +regen as i can muster. By the build i (tentatively) have worked out on mids...before incarnates, 731% regen and 803% afterwards with 257% recovery and 161.9% HP. I have no idea how well this is gonna work...but i'm interested in finding out.

    EDIT:

    However! Even tho I generally don't see the intro of IO's as a bad thing, it can give the occasional elitist a**hole something to be.......elitist and.....a**hole-y about. (see the first part of the second quote in my sig)
  3. Quote:
    Originally Posted by SwiftOneSpeaks View Post
    I do think we're missing the original point of the OP:

    The Empower and Weaken combos both have a primary benefit: Making the enemies easier to hit. However, you need to land a series of hits in a row to pull them off, thus showing you won't really benefit from the combos. (Empower does provide a +dmg, which will help, but the foe -Def and the Self +to-hit is a bit redundant if you were able to land the series).

    If they were Foe -Res, Slow, -Recharge, -Regen, etc, there'd be some logical sense, but "I need to hit you three times to make you easier to hit" doesn't sound like you need the benefit.

    (We can also argue about whether the benefits are too small to matter, but I wanted to restate the OP and not get lost in Spectral land)
    For the -def on the Weaken combo, yeah...you DO have to hit all 3 moves. That I never disputed. What I DID dispute was the Empower combo and the +tohit, which I mentioned twice up thread, only gives you a slightly boosted +tohit. Blinding Feint, the final attack in the Empower combo, provides it's own, base +tohit when used on it's own. You don't have to go through the entire series of attacks to get the base bonus, but yes for the enhanced bonus.

    As an aside, I personally aim for the full Empower combo on my Dual Bladers, but more for the boosted +damage rather than the +tohit. I rarely, if ever, even use the Weaken combo, especially in the higher levels. Empower, Attack Vitals, and Sweep are what do get used, and with just a smidge of recharge and hasten, pretty much my unending attack string (hey...i never claimed i was "UGUU MAXIMUM DPS I MUST KILL EVERYTHING NAO NAO NAO WITH ONLY THREE ATTACKS AND BRAWL UGUU!" efficiency guy...i'm just here for the fun.)
  4. My only real gripe with the OP's stance is that he seems to be under the impression that you MUST go through the entire Empower combo to receive a +tohit buff, which is completely false.

    Quote:
    The biggest problem was the Empower which I needed precisely when my attacks were not hitting to get a +to hit. The combo seemed almost to be taunting me - you can't hit your foes, you can fix that if you can just hit 3 times in a row.
    You get a slightly ENHANCED +tohit from the Empower combo, but the Blinding Feint power itself provides +tohit. The difference between the stand alone power and the combo boosted power is 10% vs. 13.30%.
  5. Quote:
    Originally Posted by dugfromthearth View Post
    Yes, so normally you are fine. Then you get hit by a bunch of CoT ghosts. Another scrapper hits build up and gets a bonus to hit. But you can't. You have to hit 3 times to get a bonus to hit. Which you can't do.
    Unless you're a claws scrapper/brute, in which case you have to hit with Follow Up, which when it hits, provides a +10% tohit buff.

    Which, BTW...is the exact amount of +tohit that Blinding Feint provides when NOT used in the Empower combo. The +tohit from the Empower Combo as a grand total of +13.30%, as the combo itself adds +3.30%.

    Solution: Pop a yellow skittle as needed, lead with Blinding Feint, and continue. Use Empower with the added accuracy from the yellow skittle coupled with the +10% tohit from BF, should make it a tad easier to finish the Empower combo when the powers are available. And...that's not too hard to achieve. On my DB toons, i've managed to make a pretty seamless string of, i believe, the Empower, Sweep, and Attack Vitals combos non-stop, with hasten going and maybe a single shot of recharge in my attacks. ....Or was it Empower, Attack Vitals, Sweep......eh...one of those.
  6. Quote:
    Originally Posted by dugfromthearth View Post
    Actually your character is a former Arachnos minion who was convinced by a sexy secretary (who was secretly a Nemesis automaton) to leave Arachnos and put his name on the Destined Ones list. After completing a series of tasks for the secretary, he discovered she was an automaton (details left out how as this is a family website). Because Nemesis had future plans requiring his unwitting assistance, rather than killing him, they tricked the Carnival of Shadows into erasing his memory and replacing it with a story about being a former TV personality.
    Beep, bop, boop. BZZT!
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    Necro/Storm x8

    Eight Hurricanes.
    Sixteen Tornadoes.
    Twenty Four Zombies.


    Seven frames per second.
    Quote:
    Originally Posted by Maximilliean View Post
    Nah,
    Thugs/Dark x8

    16 Thugs
    8 Arsonists
    16 Enforcers
    8 Bruisers
    8 Fluffies
    80+ posse

    Server meltdown.
    Thugs/Stormx8

    16 Thugs
    8 Arsonists
    16 Enforcers
    8 Bruisers
    8 Hurricanes
    16 Tornadoes
    8 Lightning Storms
    8 Freezing Rain
    8 Snow Storm (well...maybe not...stuff probably wouldn't survive very long)
    8 Steamy Mist
    80+ Posse

    Server EXPLODES!

    .......And i don't even wanna THINK about Thugs/Traps (or /TA for that matter) x8
  8. The brute would certainly get more out of electric armor than the scrapper, but power siphon shines more on a scrapper because of a scrapper's higher base damage. On a brute, PS tends to get a bit drowned out by fury, and you don't get as much out of it as a scrapper does. This coupled with the "crit" on Concentrated Strike instantly recharges Power Siphon.

    That's not to say that KM on a brute is BAD...it's just far better on a scrapper.

    Personally, i'm seriously considering rolling up a KM/FA scrapper for the combo of Power Siphon and Fiery Embrace.
  9. I'd probably +1 on the blaster too, even if i've only gotten my Rad/Mental blaster Psygeiger up to level 17.

    But...also starting up a Rad/Time corr with a "sands of time" theme going, with all the blasts and time powers tinted a tan/sand color.
  10. Quote:
    Originally Posted by Hopeling View Post
    Indeed, but that's true of any resistance debuff. What is the nerf you speak of? I'm not aware of any nerf to Reactive at any point in time.
    I believe he's referring to the change to how Reactive works on the "rain" powers. Originally, Reactive had a chance to proc on each and every single tick of damage on powers like Rain of Fire, Ice Storm, and Freezing Rain (to name a few), turning these powers into pseudo-nukes. This was changed into a chance to tick at something like every few seconds iirc.

    Also, if i'm remembering the mechanics correctly from what i've read, res debuff is resisted by damage resistance by the same percentage as the actual damage resistance by type. I.E. if you have 50% S/L resistance and you're hit with a s/l resist debuff that's say, 10%, your damage resistance would actually only take a 5% hit as you're resisting half of the debuff. BUT, if it were a 10% debuff to energy resistance, and you had no resistance to that, then you get hit with the full 10% debuff.

    Not sure that it works like this in all cases, but i'm pretty sure i read this somewhere...prolly paragon wiki or somethin.

    Edit#2: While my over simplified example above actually came out right...the actual equation is a little more complex...lol. http://wiki.cohtitan.com/wiki/Damage_Resistance is where i remembered reading it.
  11. Correct me if I'm wrong but...

    Didn't the devz tone down the visual fx of superspeed once before I wanna say it was back somewhere in the single digit issues. A lot of people actually missed the old vizzie for it and the devz then reverted it back to the original. "Full Circle" rears it's ugly head again...LOL.

    Edit: If the devz ever DO a power customization for pools, and assuming it's still in the still in the past data somewhere (proooobably not)...the toned down and original fx could be the options (along with a no fx for those that would want it...........weirdos......)
  12. My hover...er...was my TA/Archery Defender. From the moment I logged on with him till log out, he was in the air.
  13. Quote:
    Originally Posted by Sun_Runner View Post
    So we don't want to give people the option because using it (turning off their power's KB) would be so popular that peer pressure would kick in and essentially demand that people turn off their KB if they want to team.
    At what point did I say that? Speaking from a personal standpoint...and i quote myself...

    Quote:
    Originally Posted by RaikenX View Post
    So, an option to lessen/eliminate KB would have little impact on my play experience.
    Translation: I personally wouldn't care either way if it WERE made an option. Never said it shouldn't be.


    Quote:
    So KB is so unpopular (per you) that the only reason people put up with teaming with KB-users it is that they can't turn it off?

    Seems like a good reason to create the option to me.
    Ok...and yet AGAIN...I never said that.

    Quote:
    Originally Posted by RaikenX View Post
    How widespread among the population of the game that condition would be is certainly up for speculation, but the fact remains...if people know the option is available, they'll expect you to make use of it or go somewhere else.
    Notice that bold part? I never said that kb was "so unpopular" I stated the amount of in-game hatred is up to speculation. Perhaps i should have said that the people that abhor it so much would expect people turn of their KB before they'll team with them. Personally...I'm not one of them.

    To at least /attempt/ to finalize my point here. I don't have any real problems with KB, nor would it really bother me one way or the other if they DID add a Gull option. I'm not rallying for or against it. I simply pointed out a /potential/ issue with it. Some people are jerks and expect you to play /their/ way or not at all. That was my point. No more, no less.
  14. a QR before i head off to bed.

    I'm probably in the middle of the road on the knockback issue. Depending on what toon i'm playing, it can either be a tad annoying, or doesn't bother me much at all. So, an option to lessen/eliminate KB would have little impact on my play experience.

    But, and I'm pretty sure this was mentioned up thread, the potential problem I see with this being made a "Gull" option, could be the potential grief and/or kicks people could get by NOT utilizing said option. And let's be honest here. It CAN and WOULD happen. Not saying that anyone here on forum would be among those numbers, at least on the giving end of the equation, but we know that someone in-game WILL. Quite possibly a good number of someones.

    At that point, said "option" becomes less of an "option" and more of a requirement for teaming. How widespread among the population of the game that condition would be is certainly up for speculation, but the fact remains...if people know the option is available, they'll expect you to make use of it or go somewhere else.
  15. Quote:
    Originally Posted by Angelxman81 View Post
    Need advice, I think after almost 5 years is time I make a /Claws character.
    I think about Brute, with /SR or /FA... Not sure.
    Any advice?
    Not really sure what to tell ya here. Never made a /Claws toon. Tried a couple of Claws/ toons tho.


    <runs away with his snark in tow>


    hehehehehe


    Serious Answer:

    I never really got all that far with Claws, personally. And i've never had much success with /Energy Aura, either, though I've read that it can be rather decent. With the new +Recharge from Entropic Aura (as mentioned above), combined with the already fast recharging attacks from Claws...I could see this as turning into a One-Toon Slaughterhouse with the potentially constant, or should i say MORE constant, assault.
  16. Quote:
    Originally Posted by EricHough View Post
    The flaw in your argument is that the majority of those powers DO take accurate defense debuff sets. Every single katana attack does, as do all radiation blast attacks, attacks from AR that do -def, etc. I haven't gone through EVERY attack that does -def as a secondary effect but it looks like the standard appears to be that attack powers that do -def as a secondary effect are supposed to take the accurate def debuff sets.

    In fact, if the only powers that had healing or def debuff as a primary function took the accurate X sets, then almost no powers would take these sets and they would be a waste of developer time.
    Well alrighty then. I hereby stand thoroughly corrected. Honestly I'd never really checked mentioned powers to see if they actually took the sets or not...so pure assumption on my part. But...now I know (and if ANYONE makes that godforsaken GI Joe reference...i'm sending some Accurate Defense Debuffs your way. LOL!)
  17. Quote:
    Originally Posted by Red_and_White View Post
    any reason why Shin breaker does not allow accurate def debuff sets? it takes other accurate sets like the melee and slow but only takes defense debuff.
    My guess would be because the defense debuff is not a primary function of shin breaker, but a secondary effect. The "Accurate" IO sets are for powers where such things are a/the primary function, ie: Accurate Tohit Debuff, Accurate Healing, etc.

    If you were to slot Shin breaker with an Accurate Defense Debuff because it has a debuff secondary effect (the primary effect being damage), then by this logic, you'd have to be able to slot this into quite a few OTHER "attack" powers (several of katana's and broadsword's, assault rifle, nearly every power in rad blast...to name a few).
  18. Quote:
    Originally Posted by Vitality View Post
    What if this was slotted in Rise to the Challenge?

    Does it only have the chance to activate when you toggle it on...or does it have the chance every tick?
    I'm not sure about the "chance for" procs but...i once slotted one of the +regen IO's from one of the healing sets (don't remember which set off-hand) into RttC, and noticed that it only kicked in while it was toggled on and had mobs in range of the powers effect.
  19. I haven't done any speedsters but...i did do a bruiser type in the way of Brawler T.


    He's a StJ/WP broot. As the name implies, and the power sets reflect, he's a down and dirty brawler that just refuses to quit. Also an homage to the great Mr. T. Actually i should say "another" homage. My first one was Ninja T...which was spawned by the weird idea that popped into my head (which also became his bio) "What if Mr. T was a ninja?"
  20. Flashbulb Frenzy: You assault your target's eyes by taking a series of flash-filled photos in rapid succession. The bombardment of bright light decreases the target's field of vision and has a high probability of causing severe disorientation as the light spots before his eyes impair his ability to see, causing him to stumble around blindly, effectively in the dark. The more famous your target is, the higher the chance to disorient is, as you are more likely to try and snap more pictures.

    Recharge: Very Fast

    Effects:

    -25% tohit for 30.00 seconds
    effect does not stack from same caster

    20% chance for a mag 3 disorient for 10.00 seconds
    only against minions and underlings

    30% chance for a mag 3 disorient for 10.00 seconds
    only against lieutenants

    50% chance for a mag 4 disorient for 10.00 seconds
    only against bosses

    70% chance for a mag 50 disorient for 10.00 seconds
    only against elite bosses

    90% chance for a mag 100 disorient for 10.00 seconds
    only against arch villains and heroes
  21. Dear Kioshi,




    ...Like the new add to your sig...



    RaikenX
  22. Redraw, redraw, redraw...

    ....That reminds me...i gotta pick back up playing my thugs/ta MM that has his personal attacks, picked the Ghost Slaying Axe from vet rewards, and has the Nem Staff and Blackwand, and was planning on going with Black Scorpion for patron powers.
  23. Quote:
    Originally Posted by Emberly View Post
    It's a good set.
    Reasons to buy it:
    • You like fun
    • You enjoy cool animations
    • You don't have a stick up your *** about MAXIMUM AOE DPS ATTACK CHAIN TARGET CAP RADIUS UGUU~~~
    If this describes you, buy it! It's a great set and you will love spinning around and elbow-smashing dudes and giving them the ol' one-two.

    Reasons not to buy it:
    • You're one of those people who think that every new set should be better in every way than every set before it
    • You're one of those people who is going to ragepost about how sets that cost money should be better than every set that is free
    If those describe you, please don't buy it, or if you do, don't make angry posts about how it sucks or you got ripped off. Maybe those people should make a boards.cityofheroes.txt file on their desktop and post their diatribes there? I don't know.
    Em...there are times I don't particularly care for your posts (albeit these are in the rare).

    There are times where I rather enjoy your posts.

    And then there are times I love your posts.

    This is one of the latter...and I must give a big, fat, friggin,


    THANK YOU!!

    On that note: I'm pretty damn tired of seeing all the posts bashing StJ because it's NOT Superstrength 2.0 and it doesn't have godly AoE, or even "sufficient" AoE, and the single target damage of the set is irrelevant as this game has "move past ST damage and is all about the AoE" and all of the other nonsense that some tweebs on the boards have been spouting. To say NOTHING of the "blah blah blah i shouldn't HAVE to PAY for powersets, blah, blah, sniff, sniff, cry, piss, moan" crap. Whatever...hope that universe that's revolving around you explodes.

    Personally...I love Street Justice (though i haven't had much time lately to play). A few tweaks here and there would be nice, but i could be perfectly content with it as is.
  24. Quote:
    Originally Posted by Leo_G View Post
    Kinetic Melee: Telekinetic melee if colored pink. I usually don't play sets multiple times on different characters but I had to. KM is my Telekinetic Melee colored bright pink/purple...
    I did something similar with a Dom. Gravity/Energy...all colored pink/purple. /Energy seemed the better choice IMO than /Psi from a pure "kinetics" standpoint. The melee attacks could be explained by channeling TK power through contact (punching the guy). And of course there's the blasts that can send guys flying via KB. Kinda screams "TK" to me. Of course...Singy is "The sum totality of my telekinetic powers!"

    Quote:
    Fire/Ice melee: ...Skip the breaths for both, I'd say.
    ...Or change to the "fire from hand" animation?
  25. Quote:
    Originally Posted by TheProtector View Post
    Do Spines or Thorny Assault have redraw?
    Short answer: yes.

    Long answer: Yes...but it's no more an issue than it is with other weapon based sets.