Sailboat

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  1. Quote:
    Originally Posted by TheLadyK View Post
    Conflating casual with solo is grating on my nerves. I team almost exclusively and I consider myself to be casual, but without a definition, or a checklist, or something it is hard to say. I also think that there are several flavors of casual. Here are my attempts to try to form some guidelines. And start arguments, so feel free to state why you think I'm wrong. This is intended to be like a diagnosis checklist - one or two doesn't mean you're a casual player, just casual about some things, but around five or six, its almost assured.

    1. Casual players don't invest much time - busy with life or whatever. play schedules from several hours once a month to an hour a day (More than an hour a day is hard to call casual to me. Less than 2 hours a month is hard to call a player... though I'm glad CoX is gettig the subscription revenue!)

    2. Has less than 100 million influence on any given alt - casual with the market.

    3. Doesn't have a badging character. Bonus point for not knowing what badging consists of as an activity.

    4. Casual players don't run everything through Mids. Bonus point for not having Mids.

    5. Casual players don't use purple IO sets. Bonus point for not using IO sets.

    6. Casual players don't know how to get to the Shard. Or what the Shard is.

    7. Casual players have fewer 50s than veteran's badges.

    8. Casual players don't read the forums.

    ...I'm running out of diagnosis questions without going into PvP (I personally don't think there are casual PvPers, but I have a huge personal bias.)

    Mostly i think casual is an attitude, the opposite of "no pain, no gain". A player who does only what they feel is fun and doesn't worry about min/maxing rewards by doing certain activities.
    It's too much work to define casual.

  2. I'm mildly curios about the biggest damage a single attack can put up on a single target.

    Some clarification: PVE only. I'm not asking about damage-per-second or damage over an attack chain. I'm not limiting this to single-target attacks -- Shield Charge would work, for example...but (for the purposes of this argument) I'm looking for what it would do to one guy's life bar, not what it would do if it hit all 16 guys. I am interested in damage-over-time as long as it comes from a single click/attack, so Incinerate could be considered, for example.

    Bonus damage from things like Build Up, Aim, Against All Odds, and Fiery Embrace, count too.

    Crits I'm not sure about -- I guess highest not considering crits "but it would be cool if it critted on top of that" is what I'm looking for, since crits aren't an every-time phenomenon.

    Blaster nukes should count, but I'd like to find something usable a little more frequently, so if it IS a Blaster nuke, I'd also like to know the highest non-nukes.

    Fulcrum Shift counts only if the character doing the damage can cast it (i.e. for purposes of this discussion, you're solo).

    Without consulting any sources (such as Red Tomax or the wiki), just off the top of my head, it strikes me that the top competitors would be:
    • Brute Energy Transfer, with Fury up, with Build Up and either AAO or Fiery Embrace
    • Blaster Inferno with Aim and Buildup (and maybe some stacked up Defiance bonus)
    • Stalker Assassination (is one better than the others? Do Stallkers get Fiery Embrace?)

    Not sure if a Sonic Blaster would be competitive, if he built up Defiance while stacking -resist.

    I'm mostly motivated by seeing a few large hits I've dealt out and thinking, "that was cool...I wonder what the biggest single hit possible would look like?"

    What do you think?
  3. Quote:
    Originally Posted by Kelenar View Post
    If you work for alignment merits, each of those recipes are 4 days of tip missions, tops. That's how I've gotten them on my characters I want them on--tip missions are a nice way to level up anyway
    Precisely. You have to do SOMETHING to level up (assuming you're not level-locking the character or something unusual like that) and tip missions give drops, xp, inf, and so on, while also enabling you to meet exciting, unusual people, and kill them.
  4. For typed defense characters, 3 Eradications and 3 Cleaving Blows aren't bad. Pick the quad and triple from Erad and make up damage, acc and end reduction the best you can from the others.
  5. After the Animal Pack came out, I sauntered over to Infinity and made Illegal Eagle. :>
  6. Anyone at all who enters a doorway first and decides to park there and click attacks, keeping the rest of the team trapped away from the action.
  7. Quote:
    Originally Posted by Cal_Naughton_Jr View Post

    I'm really debating what to slot my Alpha Slot - if anyone has advice in that area, I'd be glad to hear it. I can't think of a single aspect of my character that demands attention.
    If you have nothing to shore up, like endurance trouble or recharge gaps in your preferred chain(s), go damage! You're a Blaster.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    Quake is around 10% so it's not massive. But if it's non-resistable across the board that means it'll really hit SR characters hard.
    Yes, considering it's a location-based autohit. They can't dodge it, they can't resist it, and it makes other otherwise dodge-able, resist-able attacks hit them through their main mitigation.
  9. Quote:
    Originally Posted by Tenzhi View Post
    I *am* an SR user. My SR character was getting plunged into negative defense almost instantly against BP early this morning. Particularly against those glowing green masks, as I recall. I assumed they were using some form of Radiation debuff.
    Quote:
    Originally Posted by Syntax42 View Post
    There are only a few debuffs that ignore defense debuff resistance. Lady Winter's is the only one that I can think of right now.
    Well now. I've previously tested, bugged, and reported on the forums that Earthquake from Possessed Scientists in PI is unresistable. It cuts right through /SR's 95% DDR. See the link for screenies.

    I wouldn't be at all surprised if Earthquake from other sources, noatble COT Earth Thorns and BP Avalanche Shamans, was also unresistable. Need to test that, though.
  10. Sailboat

    At a dilemma...

    Quote:
    Originally Posted by AnElfCalledMack View Post
    Invuln is not "just another defense tank". It's another defense tank with capped hit points and 25% resistance to everything. While it's not as nice as 90% S/L resistance, it's far frm negligible.
    I look at it this way. My /SR Scrapper hits the soft cap, has great defense debuff resistance, and that's about it -- she didn't slot up Tough, so she runs about 12% S/L resistance when she turns it on (and more if she's near defeat due to the famous scaling resistances).

    Still, she hardly ever gets defeated unless facing the giant to-hit buffs of Quartz emanators, stacked Nemesis vengeance, or Rularru eyeballs. She's been last person standing on numerous tough missions.

    My Invulnerability Tanker hits the soft cap (actually, exceeds it) with one foe in range of Invincibility, and has solid defense debuff resistance. But added to that, he ALSO gets 90% s/l resistance, 30-32% to all the other resistances (except psi) without having to be near defeat, and gigantic hit points along with a 1440-point heal.

    I am aware that some psi attacks have positional components that SR dodges but Inv does not. In practice, however, Inv feels super tough everywhere I go; and in most content, it's miles tougher than my already very tough /SR.
  11. Quote:
    Originally Posted by AnElfCalledMack View Post
    Endurance issues: Get the Theft of Essence: Chance for +Endurance proc and slot it in Dark Regeneration.
    Quote:
    Originally Posted by AnElfCalledMack View Post
    The other IO to look at is a Performance Shifter: Chance for +Endurance to go in Stamina. It's a great recovery boost, and much more affordable than the Miracle and Numina's Convalescence procs, both of which buff recovery, though substantially more expensive than the Theft of Essence, as characters of any archetype want one, rather than just Dark Armor users.
    Once you hit 20 and can do tip missions, it only takes a few days to get both these IOs. The Performance Shifter proc only costs ONE alignment merit; I haven't checked the TOE proc but it can only cost 2 A-merits maximum. Note that you will level up while running the tips as well.
  12. Quote:
    Originally Posted by GI Justice View Post
    Hardcore play.. This is really a concept that I don't understand. Personally, I feel that the concept, itself, is an illusion in this sort of game. If hardcore means not dying in an MMO, what else does it entail? Does not dying mean not allowing use of powers that prevent death? Not using inspirations? How do you explain that in melee, you sit still and trade punches with someone, and when you see a hit connect flush, no damage is taken? Does that mean that whenever my character beats a group of mobs, that he's killing them? If that's the case, GI Justice is singularly responsible for the murder of over two-hundred thousand people, at least; and is still somehow recieving rewards and merit for valor. I'm not attempting to troll or dictate how you pay your subscription fee, but I am asking for you to help me understand this.

    Another point: There comes a time when -every- character dies on this game. Sometimes, it's simply unavoidable, but those deaths aid in future tactics and understanding of the inner machinations of the game. Wouldn't utilizing the knowledge from a "dead" hero on your next character to beat that same villian that killed Hero A., be considered as cheating? Does being knocked out exist in this world? Do all real life rules apply, or do you just pick and choose, and consider it hardcore because you didn't take "ye old pavement nap"? I guess motives differ, but I don't understand how one would derive pleasure from this playstyle in any non-masochistic capacity. I wonder if there have been any Tankers that play like this, who have successfully completed a Hamidon raid.
    You're overthinking it.

    And no, we've never tried a Hami raid. What would the point be? It's not like we can find 50 level 50 Hardcore characters, and the raid is designed to break the rules and inflict defeat on the characters all too easily -- you're not really "superpowered" against Hamidon. You're more like infantry in WWI.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    One more question - Do you delete right away without the chance to strip the character of valuables (in true Hispanic Devil fashion)?
    There's no agreement on that that I'm aware of. The original rules for the Iron Eagles I included a provision about selling everything that one put on the market for 1 inf and not "playing" the market, but you could still hold your item in inventory until a price war occurred and drop it when you knew the 1 would be waaaay overbid. The intent was to focus on hardcore play and not marketeering.

    The current SG I'm in is Iron Eagles II, a reboot. As far as I know there is no longer any prohibition against charging more than 1 inf on the market, and no reason one couldn't IO except for the impermanence of the character.

    I have gone the route of outright delete in most cases; but twice I plundered the character and mailed the loot to my non-hardcore characters on other servers. And I don't think it's out of bounds to pass at least some loot forward to a new character -- that old hardcore action game we're talking about allowed you to "set loot" to a teammate, who could loot many-but-not-all types of items from your body and carry them to your new character.
  14. Quote:
    Originally Posted by Local_Man View Post
    I have heard of quite a few groups playing "hardcore" where the character gets deleted upon death. Sounds like fun. To me, the key is getting high survival while leveling up . . . it is likely that the character will never reach 50 -- most of these characters never reach the 30's.
    My personal record is 44 on a Broadsword/Shield Scrapper (died trying to rescue a younger Tanker from three Master Illusionists and their associated spawns & minions). My record for Tanker is 32, Fire/Dark Melee (died fighting the simulacrums at the end of the Positron I TF...we had an Ice Blaster in the team, so Built Up cold damage went right through my cruddy Cold resistances...and I was exemplared down, of course).
  15. Quote:
    Originally Posted by Auroxis View Post
    Take Energy attacks for instance, many of them have a -def debuff attached. Seeing as you have almost no DDR and very little energy resistance things can get painful. This also brings the Praetorian Clockwork to mind which are increasingly common and are a WP's worst enemy(energy damage, -regen).
    Pretty sure Willpower gets some DDR.

    Heightened Senses: RES(Defense) +21.625% for 0.75s [Ignores Enhancements & Buffs] Effect does not stack from same caster

    RedTomax is hard to interpret; looks like at least one othe WP power has DDR but only on PVP maps?

    Indomitable Will: RES(Defense) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs] Effect does not stack from same caster
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    I do have a question, though, regarding the whole "hardcore mode." How do you handle self rez abilities?
    We view those as an extra place we can pick up a pool power. Maybe it should have been thought out better, but that's how we've been handling it. Otherwise why wouldn't teammate rezzes also fix death?

    We do, at least, get a little more room in our inspiration trays (no need for wakies!).
  17. Quote:
    Originally Posted by Supermax View Post
    My first thought was also stone/ice. I don't think anything can beat that in terms of pure survivability. But I hope you make your teammates aware of your playstyle ahead of time if you do team. I assume that if you get in trouble, you run to survive, and that's not something people expect from a tank. I bet doing TF's with such a playstyle must be pretty intense
    We almost always play with our own all-hardcore teams.
  18. Okay, being fresh out of Tanks for my (admittedly quixotic) hardcore adventures, where any defeat is the end of the character, I want to make a new Tanker...with an emphasis on extreme durability. The character will probably NOT have serious IO investment, since it's too painful to spend big money on a character who might drop dead at any moment; but otherwise I'd like to pick powersets and powers with an eye to both personal survival and keeping my team alive.

    Note that we do NOT build carefully-synergized teams (i.e., we don't make sure a Stone Tanker is paired with a Kin, and so on) even though they'd be stronger. Two reasons: one, deaths would disrupt any such strategy, and two, it's more about having (our own kind of) individual fun than building a super-machine.

    But I don't have a problem with matching up the two powersets on my new character for synergy and strength.

    Opinion time! What would be the best sets for this character? I've experimented with /Shield (on a Broadsword Scrapper with Parry -- very nice!) and, as Tanker, with Fire/Dark (three times, I'm stubborn) and Stone/SS as hardcore characters. I have considerable experience with regular (non-hardcore) Tankers as Fire, Shield, Invulnerability, and Stone; and I have some Scrapper experience with /Dark Aura and /Willpower. Ice and Electric primaries would be new to me. I don't HAVE to go Stone, but it seems like ultimately, in the 40s when things get scarier, it's the least susceptible to sudden catastrophe. I'll listen to any opinons, though.

    I'm much less confident about ranking the secondaries in terms of which would offer the most mitigation to myself and my team. Frankly my first thought, in making my "this time I won't die!" character, was to go Stone/Ice. But I could easily see arguments that /Stone or /Axe would provide better team mitigation with knockdown, and that /Dark might be better for personal survival (more due to Siphon Life than to the debuffs). I know next to nothing about /Kinetic either, but I understand it reduces damage, which sounds good (typically we die in hardcore when sudden spikes of damage occur before we think to reach for emergency measures; reducing incoming damage might flatten out those spikes and buy more time for the operator to respond).

    Opinions and experiences welcomed. Shouts of "hardcore? you're crazy!" tolerated as well.
  19. Quote:
    Originally Posted by Fleeting Whisper View Post
    That's just his script for Ascendant-Os. His other scripts are posted elsewhere.
    Here's a link (from the footer in the wiki) that has the same script, but below it is a second one, a conversation with Ascendant's mom.
  20. Heh. While I like all of the Scrapper sets, in actual play the two that make me smile the most often are MA and BS. Really, either one will be a lot of fun, and in particular, "hits like a truck" is a strength of both sets (as opposed to, say, Spines...which is more like being a human Claymore mine).
  21. I'm currently playing one in a concept group that meets weekly. Progress has been slowish, playing only once a week, and I'm around 26, iirc, without much in the way of fancy IO slotting, and feeling starved for slots as always.

    I too was concerned about the durability at first. However, having a team every time has alleviated that concern -- since I'm not tanking, I can follow the Tanker around and just lay into whatever he's got gathered up. Often, I only need to hit Healing Flames a couple of times a night.

    However, in this case he's a Dark Tanker, and every once in a while he mis-times Dark Regen in a large herd and pays the price. I've been startled to see that most of those times, my Katana/Fiery Aura Scrapper has held up quite well, including a few times when I had to hold the line against tons of foes while the team recovered. I think the key is that (so far) I've already had a Divine Avalanche buff (or two) up before the Tanker went down, so that within seconds of finding myself unexpectedly the point man, I've been able to triple-stack DA. I don't know if I'd do so well if I had to absorb the alpha before getting DA stacked up, however.

    45% melee defense, plus my resistance and my (half-slotted!) Healing Flames, is a potent combination. Add to that the fact that my Blazing Aura is still only one-slotted and I don't even HAVE Burn yet, and you can see that religious attention to stacking DA can make this combo formidable for churning through crowds.
  22. 2. The first-tier attack is typically fast-recharging. That means it's usually available and although slows affect it proportionately just as much, the net effect in seconds is less. Furthermore, procs are more useful in fast-recycling attacks -- more chances to proc. I like to slot mine with either a set that gives a good bonus (like a defense bonus, for example) and/or a proc. In some cases both -- I have a character with Jab slotted with Kinetic Combats AND the Hecatomb purple proc. AND it bruises! Very nice.
  23. I went to 32.5% typed defense to s/l/e/n damage (and less to f/c). Positoinal melee defense would probably be stronger, but I was able to get typed defense without six-slotting entire sets, so I was better able to keep my enhancement values as high as I liked on my attacks. And the attacks are a big part of Fire/Fire/Pyre.
  24. Quote:
    Originally Posted by plainguy View Post
    Or yet another trick

    You lay trip mine BEHIND YOU several feet as not to be activated. Fire off ROA at one group.. Fire off Explosive shot at another group. 2 groups aggroed some or many at least close to dead.. You wait for them to come in, your defense capped so no worries. Now slowly walk back to the trip mine and kill them all.
    I call this a "safety mine" -- one (or more) mines laid away from the main minefield/killing zone, to which you can retreat if pressed. If you lay the safety mine nearby but around a corner, you can even stagger over to it while stunned, breaking line of sight and dragging your pursuers onto the mine.
  25. Your Scrapper shouldn't be "casting" "spells."

    Lag is a problem, I don't dispute, and it's worse for reactive sets like Regen. However, some builds are stronger than others. Perhaps you could export your current build to Mid's (it's easy using the new Titan Sentinel program, no more typing the build in) and post it up in the Scrapper section for advice.