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Posts
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Joined
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Here is what I did
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(29), RedFtn-EndRdx(46)
Level 6: True Grit -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(11), Heal-I(50)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(15), H'zdH-Heal/Rchg(15), H'zdH-Heal/EndRdx/Rchg(17), H'zdH-Heal(45)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-Acc/Rchg(34), P'Shift-End%(45)
Level 22: Phalanx Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(50), S'dpty-EndRdx(50)
Level 24: Hurdle -- Jump-I(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
Level 28: Kick -- Acc-I(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(42)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(45)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def(39), S'dpty-EndRdx(40)
Level 41: Grant Cover -- EndRdx-I(A)
Level 44: Combat Jumping -- DefBuff-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A), Run-I(23)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Quote:Looks good, I'd swap Touch of Death into Smite and Mako's Bite into Midnight Grasp, and slot True Grit for Healing, the resistance given isn't worth the slotting.I'm really liking the sound of SD now
This look good?
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I wouldn't skip IH, it is a key power in your survivability.
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What I like doing is hopping into a group, aggroing them with AAO locating the boss popping build up, taking him down a few points of a health and then BOOM SC all dead rinse and repeat.
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Sounds like a computer aided blind invite system. No thanks
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Everyone also seems to be forgetting the fact that you can solo task forces and all you need are pads so I don't see what the big deal is. If you're dead set on soloing a task force, having to invite people to form a team so you can isn't going to encourage you to team with them. So again I say, no one has any fact based argument in order to properly refute this, no one has data mined that the new difficulty slider has caused a decline in teams, or has anyone shown the number of people who actually have soloed a task force.
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Quote:All of what you said is 100% pure assumption, and guess what? People said the same exact thing about being able to have missions set at x8 and wouldn't you know, there are still teams forming.Bubba, the flaw in your argument is basically "If there's no simu-glowies in team content, it shouldn't be considered team content". What do you want the devs to do, add an arbitrary 8-click glowie puzzle at the end of the STF/LRSF?
You want something that's IMPOSSIBLE for YOU alone before being forced to team. But the game isn't balanced around YOU. Imagine if the TFs didn't have player limits: Jonny Newbian comes along and sees Statesman, and talks to him. How far do you think he'll get before rampaging onto the forums crying about how "That statesjerk's mission arc is too hard!" and we all have to tell him that it's designed for 8 people?
Now imagine this happening Every. Single. Week. Multiple times, even.
Also, let's play the slippery slope game: Let's say the devs DO allow you to solo a TF. Eventually, the hardcore players are going to want badges to show off their awesomeness. What if the devs granted them that? What about all the other badgers who don't have the capacity to solo AVs? Mind you, the game and rewards system are balanced around SOs (except the invention badges, heh), and I don't see too many "AV killer" builds working without IOs, making badges for soloing TFs unfair.
Any content that lets one person do it should be playable by a solo, SO'd Empath defender who only takes half their attacks. I realize that sounds sad, but it's how you make a game like this work for the most number of people.
Yeah, you could have the contacts say "You might want to bring X# of friends", but does anyone ever actually pay attention to that? I know I don't.
I guess the underlining reason for my objection is such: -I- wouldn't be able to solo most TFs (unless the AVs downgraded to EBs, though i doubt that'd fly). Don't get me wrong, I'm a reasonably competent player with IO'd-out 50s and such... but the majority of my characters' powersets and pool choices are not 100% conducive for this sort of thing, and that's honestly not fair. While complaints that we don't feel exactly like "Heroes" and "Villains" within the respective Cities theroef are valid, the title of the game ISN'T "City of Powergamers", and the devs opening up content that would embrace that sort of playstyle would only further divide the playerbase and force a lot of people who aren't up to snuff to quit. If you open up TFs to soloing, you have to nerf the crap out of them so that -anyone- could solo them... and then adjust the rewards accordingly. And that'd take away all the accomplishment and reason for trying to solo them in the first place. -
Quote:Sister Psyche because every little perverted boy would want to.Out of all the NPCs ingame, who would you like to take control of and play throughout the day?
I personally would like to take control of either the dark watcher with his pure mystery look about him or synapse! Why? Because running around the city with that trail he leaves would never get old! -
So then if clicks are benefitted by recharge then give regeneration recharge debuff resistance!!!
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Defeating Rularuu would be nice...but that has long since gone
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Does this thread make anyone else want to yell "I'm a vetrin!"
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Anyone who says you need more then one person to be a "force" obviously hasn't played a scrapper correctly.
There isn't any logical reason to not allow anyone to solo TFs. You can't say that it will discourage teaming, it will decrease times for averaged runs, etc... Because none of you have the data to support any of those claims. They're all assumptions.
So if you can show me that allowing players to set their missions for 8 equivalent players has decreased the number of teams since I16's inception then I will eat crow, but until then you have no leg to stand on. -
The problem isn't that your build is wrong, the problem lies with the fact that a lot of people have access to to hit bonuses and combined with build up they will hit right through your defenses.
Also diminishing returns causes your defense to plummet to around 20 to 30% depending on where your defense % is in PvE.
Blame Castle -
Maybe using common invention enhancements will power will be more survivable then shield defense. Using sets they'll be around the same but due to shield charge you won't have to worry about anything attacking you because it'll be dead.
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Electric/Shield does down right retarded amounts of AoE damage. It makes angels cry
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The problem with that build is that you have no to hit for soul drain so you'll have a difficult time maximizing its capability to boost your damage. Here is a cheap build(relatively) that I whipped up.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Draftpunk: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 4: True Grit -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(13), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), S'fstPrt-ResDam/Def+(17)
Level 6: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(19)
Level 8: Smite -- Mako-Acc/Dmg(A), Mako-Dam%(36), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 10: Swift -- Run-I(A)
Level 12: Siphon Life -- C'ngImp-Acc/Dmg/Rchg(A), Mako-Acc/Dmg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), H'zdH-Heal/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(50)
Level 14: Health -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(19), Heal-I(21)
Level 16: Boxing -- Acc-I(A)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(31)
Level 22: Phalanx Fighting -- DefBuff-I(A)
Level 24: Active Defense -- HO:Membr(A), HO:Membr(31)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
Level 28: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(34), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(36), S'dpty-EndRdx(37)
Level 30: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 38: Against All Odds -- EndRdx-I(A)
Level 41: Combat Jumping -- S'dpty-Def(A), S'dpty-EndRdx(50)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 1: Brawl -- Mako-Acc/Dmg(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit -
I would love to see this! I also believe this would be a great idea for an influence sink and not to introduce another currency and no prestige is not an influence sink. It used to be an influence sink when you wouldn't get any influence in SG mode but not anymore...
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I just saw a pig fly. You've got a better chance of getting blood from a rock then getting any of that implemented by the developers. I can't count the number of times this has been asked for. I would bet my first born child none of this will come with GR. One can hope though....
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Quote:That's exactly a long the lines I was thinking. I don't see anything wrong with these procs you can already slot different damage type procs into powers that already do two damage types.Honestly I've never understood the concept (or appeal, outside of min/maxing) of damage procs much. But with Dual Pistols bringing us damage type swapping tech, I'd prefer it if they simply made a new type of IO that fully converts 10% of the damage from an attack to another element, if possible.
Only main problem is how they would work with attacks that already do two damage types. -
While you're at it add diminishing returns to PvE and heal decay and just turn all of CoH into a PvP zone just like champions! (read sarcasm)
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Quote:I think that Veteran Rewards should be made purchasable. Something along the lines of $1 per month. (So, 3 per reward.)
As a caveat, however, you should only be able to get rewards up to your account purchase date. It would allow people who have had their accounts inactive for periods to make amends and get some of the rewards.
Yeah, so my account was started April 18th, 2004 and I only have the 27 month vet reward... wanna fight about it?