Santorican

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  1. I believe we should start focusing on an exact method in fixing Shield Defense. One that is numerically and arguably sound.

    I also believe in my experience that Shields with SOs is good but not great. Then again I am used to extreme survivability so my perception is very skewed.
  2. Quote:
    Originally Posted by Smersh View Post
    Another Fan, all I see are numbers with no explanation.

    That hardly makes any point at all. As far as I can tell, you made up all those numbers.

    Care to cite your source and, you know, explain what those numbers are supposed to represent?
    No kidding, I don't even know what those numbers stand for.

    A perfect example of how Shield Defense blows Super Reflexes off the earth let alone out of the water is just go look at the Pylon result thread. All of the top 5 are all Shield wielding heroes. Coincidence?
  3. Quote:
    Originally Posted by Umbral View Post
    Or both. Get rid of the ability to cap DDR (so that the set actually has to worry about something that SR doesn't) and reduce the +dam capabilities of AAO to levels that aren't perma-BU. Bam. Set is actually balanced against the existing sets in both top end and normal tier play.
    You wouldn't even have to go that far, leave AAo alone and eliminate the enhanceable DDR on AD and now you already have a problem. SR still needs love in the AoE department, it always has and nothings been done about it. A simple fix would be to make Scrapper SR like Brute SR.
  4. Santorican

    Shadow meld ?

    You'll need to go full Villain in order to access the patron power pools. I will be taking this for my Fire/Regen/Weapons PvP Scrapper rather than Hibernate.
  5. Maybe its time Blaster nukes are reevaluated then.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    ^ This.

    The change was needed, IMO. At least they kept the recharge the same. Shield is still an excellent set.
    I'm glad Castle kept it at 90s it was originally going to be put at 150 seconds with a higher amount of damage.
  7. Yep but you're more than likely to not get them all anymore.
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    Out of curiosity, solo + self buffing (any) what kind of damage does SC do vs. a typical spawn now?
    Shield Charge for my Dark/Shield with full SD and AAo does about 500pts of damage to about 75% of a x8 +1 spawn of council and about 300ish to the rest.
  9. Quote:
    Originally Posted by Werner View Post
    Yeah. *chuckle* I DO believe that they shouldn't have added so much IO defense to the game. But to change it now would be epic. Even just changing the Blessing of the Zephyr set seemed to make a pretty big splash and affect a lot of people.
    Originally it was OKAY, when they decided to hybrid the defense I knew someone was smoking crack in Paragon Studies lol. If they were to change that back to the original design, it'd be a miniature GDN...
  10. The day has come my fellow shield wielding companions that we can no longer nuke an entire spawn into glorious oblivion. I would like to take this time for a moment of silence as we weep the passing of such a righteously awesome power that gods themselves would so rightly approve of.


    With that said here are the changes to Shield Charge
    • Shield Charge changes:
      • Reduced recharge on Brute, Tanker and Scrapper Shield Charge from 150s to 90s (back to the original recharge rate)
      • Reduced Brute Shield Charge Impact damage from scale 2.4 to scale 1.8 and reduced large radius damage from scale 1.7 to scale 1.275.
      • Reduced Tanker Shield Charge Impact damage from scale 2.554 to scale 2.04 and reduced large radius damage from scale 1.809 to scale 1.445.
      • Reduced Scrapper Shield Charge Impact damage from scale 3.591 to scale 2.7 and reduced large radius damage from scale 2.544 to scale 1.9125.
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    Nethergoat, I'd much rather see Castle correct the mistake where IOs are granting vastly more defense than they should.
    O God I can't imagine the cluster **** of problems that would create.
  12. Quote:
    Originally Posted by jonnycash View Post
    Stop with the /SD bashing, the only thing that needs to be changed on /sd is shield charge, and that's only because it's not working as intended. /sr is great without ios and is really good with them. I hate it when you guys go off the subject at hand.

    Rant over
    LOL no Shield Charge isn't the only problem with Shield Defense. If they really wanted to castrate Shield Defense and actually make Super Reflexes really really worth while again they'd make the defense debuff resistance in Active Defense unenhanceable and then they'd lower the radius of effect of AAo and how much damage bonus it granted.
  13. Santorican

    So

    Quote:
    Originally Posted by macskull View Post
    You guys are getting Hibernate and Shadow Meld as part of the Scrapper patron pools. Go wild and break things.
    Go go Shadow Meld!!!!!!!!!!!!

    Quote:
    Originally Posted by Fury Flechette View Post
    Regen scrappers are going to be awesome with shadow meld. Being able to alternate between MoG and shadow meld has amazing posibilities.
    This times a billion

    Quote:
    Originally Posted by Candlestick View Post
    lol pvp
    LOL your face!
  14. Quote:
    Originally Posted by Arnabas View Post
    A friend of my sister's friend has a cousin who was knocked up by SS....
    That sounds painful...
  15. Quote:
    Originally Posted by EvilGeko View Post
    If Rage (and the SS powerset) is overpowered on Scrappers, then it's overpowered on Brutes and Tankers and should be nerfed immediately.
    I wish other people thought this way. I don't see how people can accept them in their current form on Brutes and Tankers and not say its over powered.

    Players seem to be stuck on the fact that due to Scrappers AT modifiers it would be over powered but what I don't understand is when you compare super strength to Brutes and Tankers other power sets where does it fall? I can almost assure you it will be close to or at the top performing set.
  16. Quote:
    Originally Posted by dbuter View Post
    It seems an obvious choice, but isn't allowed in game. Is there a numbers reason for this? Or just a holdover from the game beginning?
    Why?! Because Castle hates Scrappers! That's why!

  17. Quote:
    Originally Posted by Dechs Kaison View Post
    Dark Armor is good. Takes a little skill, but it has a stun to stack on your MA attacks.
    When I scroll down the page I can still see dark armor sucks seared into my retinas lol.
  18. You should figure out some kind of test to see what you can do.
  19. Lord Recluse is by far the hardest to solo. Easiest is Chimerora
  20. Santorican

    Dark/Shield

    You still don't have enough recharge with Hasten on in order to run a gapless MG > SM > SL chain.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mage Erebus: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def(3), LkGmblr-Rchg+(3), S'fstPrt-ResDam/Def+(31)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(25)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(11), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(45)
    Level 6: Shadow Maul -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-Acc/Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/EndRdx(48)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
    Level 10: Combat Jumping -- Zephyr-Travel(A), LkGmblr-Rchg+(17), Zephyr-Travel/EndRdx(27)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(43), HO:Membr(48)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-End%(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(50)
    Level 24: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(45), Amaze-ToHitDeb%(46)
    Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam/Rchg(34), Aegis-Psi/Status(43), GA-3defTpProc(50)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), RechRdx-I(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 38: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
    Level 47: Against All Odds -- EndRdx-I(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  21. You should take your DB/WP scrapper into PvP...
  22. Quote:
    Originally Posted by Cyber_naut View Post
    If certain combos are going to be nerfed based on popularity and/or performance, when can we expect combos like fire/kins and ill/rads to be nerf batted?
    Hmm good point...Still scary though!
  23. You know after reading all of these people talking about how amazing Dark/Shield is, I'm beginning to wonder 2 things, how popular is it becoming and how long will it be before one of the two sets are nerfed lol.
  24. Quote:
    Originally Posted by Silverado View Post
    Scrappers are unkillable, yes, but nobody is gonna die to a Scrapper if they don't want to
    Maybe against other melee ATs but against ranged ATs specifically corruptors, dominators, and some master minds, its like a bull going to the slaughter.
  25. Quote:
    Originally Posted by SickSadisticBomb View Post
    Personally, i loved regen back in the day ( IH toggle!!) after coming back from the game i took a good 30 mins to see all the new powers and stuff, but when i saw WP i just got pissed. Instead of fixing regen they make a whole new set? now im not asking for IH to be a toggle again ( if they did omg id die a happy man) but maybe some type of recharge discount or maybe a bigger bonus to regen, seeing as how thats the purpose of the set is to regenerate ie if i six slot fast healing or recovery it better pwn WP fast healing and recovery. Just to test drive it i made a tanker WP/Elec..wow.. six slot Rise To The Challenge with all heals and one to hit debuff and your gravey, or if you wanna be sure to surpress 2 should do it. I think it should be agreed that my veteran scrapper DM/Regen needs a bigger boost, yeah im a god with MoG but it doesnt last long enough in larger fights, then again its a scrapper im not meant to take on hordes just to keep the damage flowing, but i still want to see a + to regen and recovery rates to the Regen AT. It deserves it, or just turn on IH Toggle =D
    Wow that was a mouthful lol