Sir_Lionheart

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  1. Sir_Lionheart

    Ss / sr ?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    From CoD:
    Defense -0.2 for 10s (after 120 second delay) [Ignores Enhancements & Buffs]

    I'm mostly sure that the "Ignores Enhancements and Buffs" portion of that also means "unresistable."

    I wouldn't even TAKE rage on an SS/SR brute until I knew that it would stack and avoid the defense debuff.

    Otherwise, you're asking for a death sentence or tucking your tail and running before every crash. Either choose is silly.
    Two questions...

    Does "Defense -0.2 for 10s" mean Defense is reduced 20% during the crash? I actually thought it was steeper. I mean, it sucks, but if I can soft-cap Defenses, I'd still have 25% Defense to work with, and that's not too bad. Granted, I would be pretty weak until then.

    If I do double-stack Rage, it would "patch over" the Defense debuff, correct?
  2. Sir_Lionheart

    Ss / sr ?

    Although I really like the set, I've avoided making a /SR Brute because it doesn't feel very "Brutish" to me, plus I already have 4 /SR Scraps. I decided to give it a whirl though, and want to pair it with SS.

    I can see the potential problem with the Rage crash, but other than that, how does this combo fare? I would guess there are better options to pair it with, but concept-wise, I want to make a street-fighter type.
  3. I noticed this as wellÂ… you ding and get the "power ups" if you are SK'd, but not not ex'd. The only you'd be able to tell is if you see the the little blinking arrow in the circle by your status bars. I assume this is as intended.
  4. Did regular radio missions on a low 20s team last night on what I thought were moderate settings (+2 / 6 on a team of 4). We had a couple team wipes and multiple near-team wipes. So while I do wish they would introduce new villain groups and mission content, I believe that the challenge is definitely there.

    Also, not that I consider them "fun", but if you've put off running the lower level TF's because they were such a PITA, they are now MUCH better with the new SSK settings. Just having Stamina for Posi was great, and all the melee sets will have their status protection powers (assuming you are running them at 20+). Plus you still get XP even when you are exemp'ed.
  5. Quote:
    Originally Posted by Finduilas View Post
    If this happened, it's news to me, and I think to all the other Invul tankers on the forum.

    IIRC, one thing that did change is that Invinc now will not take Taunt IO sets, which brings it in line with the other Tanker taunt auras. Maybe your informant got the two things confused.

    That's probably it, then. He didn't really have any detail. Thanks for the clarification.
  6. Yesterday, someone ingame told me that Invincibility's taunt aura was reduced to bring it in line with the other taunt auras. I had never heard this before. Is this true, and if so, was it in any patch notes?
  7. Stupid question, maybe, but I just want to confirm my understanding of how the Mission Difficulty settings works.

    Let's say I'm running solo, and set my missions as if I were a 4-player team. So the mobs would spawn as if I were a team of 4.

    What happens if I then invite other players and form a team, without changing any settings? Would my missions (a) still spawn for a team of 4, or (b) would I, personally, be counted as 4, then whoever else joins will add to the team count?

    I am assuming (a), and that the setting stays at 4-player if the actual team size is 4 or under. If the actual team size grows to more than 4, will the missions then automatically reset to however many players are on the team?
  8. I am planning a Claws/EA Brute mainly for concept purposes. I want to make a stealthy, supersoldier/commando type. I know Stalkers probably fit better, but I just can't get into Stalkers.

    I like Inv, but not sure about the pairing with Claws. I have a Claws/Inv Scrapper, and he's fun, but feels counter-intuitive at times. Inv is at its best when surrounded with many foes, but Claws is mainly a ST set, with Shockwave knocking foes out of range, and Eviscerate being considered skippable by a good number of players, apparently. A Defense set just feel like a more natural pairing to me.
  9. Thanks to both. This might make hitting the necessary recharge times a tad bit easier.
  10. I haven't really gotten into maximizing DPS attack chains, but decided to give it a shot (at least, on paper). So I read up a little on Arcananatime, and think I get the gist of it, but the question I have is, should I use the listed cast times or the Arcanatimes for calculating the amount of recharge that I need?
  11. I didn't know the bit about the reduced rewards in AE... ever since it turned into what it, I've lost almost all interest in it and havent read the updates. Should definitely curb the amount of farming though, at least somewhat.

    What I meant before about "negative impact on teaming" is that I was wondering if people woudl crank up the difficulty settings on missions, but still run solo/duo/smaller teams to maximize rewards, and reducing the demand of making larger teams.

    Upon further reflection, though, I think the difficulty settings are probably challenging enough so that larger teams are still desired.
  12. Just curious... how are rec/salv drops on solo 8-man missions, and how does it compare to ticket farming on AE? Do you think it will have any chilling effect on AE farming, which is what some people have hoped?

    Also, do you think that the diff settings may have any negative impact on teaming, by promoting solo/duo/small teams as opposed to larger?

    I'm not a farmer, and would love if regular mission teaming became more popular, but these are the things I am a bit worried about.
  13. Sir_Lionheart

    /Inv question

    Quote:
    Originally Posted by JulioThom70 View Post
    To each his own, I guess. IMO, Unstoppable is more useful to a Brute than a Scrapper or Tanker. Unstoppable, with 3 RES gets about 82% RES to everything but Psi. Slotted up Passives and/or toggles can easily get you 90% RES to everything. For those 3 minutes, you are pretty much Unstoppable.
    I play mainly CoH, and until I read this, I totally forgot that Brutes' Resistance cap were the same as Tankers. I skipped Unstoppable on my Scrapper (I actually like it, just didn't have room), and was planning to do the same for my Brute. Now I have to re-think my planÂ…

    Anyway, I would have said the the passives were skippable before they were buffed. Now I think they are much more useful, and worth taking. I also agree on Tough/Weave, but this would come at the cost of the Patron powers, which I'm thinking the OP doesn't want to do.
  14. Quote:
    Originally Posted by DSorrow View Post
    Noooo! Don't touch my Invuln because nothing's wrong with it!

    RPD is now a great power thanks to 25% Def Debuff resistance. No reason to switch it with TI to allow Brutes and Scrappers to choose when RPD is now an obvious pick.

    Also don't touch Invincibility's Defense. I don't want more Resistance. I want to keep the Defense. Not being hit = 100% Resistance = Invulnerability. See where I'm going? :P


    P.S. I could agree on renaming Temp Invuln into something more fitting, and also switching Invincibility to a lower tier (especially from a Tanker PoW). Fiddling with the power effects, on the other hand, gets a no from me.
    I agree. The way this game is set up, high-level Defense is just better than high-level Resistance. If anything, I'd like to see the initial Invince bonus to get boosted (I know it's not needed, but as long as we are making wish-lists). It's not about Defense making opponents miss, though I realize that's what it looks like ingame, as it is the only ingame mechanic that simulate shrugging off incoming attacks.

    I would be all for moving Invince to a lower tier, but it's more of an issue on the Secondary side. Waiting til 18 isn't too bad, but 28 is rough.
  15. Sir_Lionheart

    ITF Question

    Heh, it occurred to me that this is an exploit, though I wasn't sure. I just looked at it as a way to shave off a couple minutes off my time.
  16. Sir_Lionheart

    ITF Question

    Posted this in Player Q's forum, but also thought I'd put it here in case anyone might know.

    For those of you familiar with this strategy, on the final mish of the ITF, it used to be possible to pull Romulus away from the Nictus by aggroing him immediately after the cutscene ended and then running back, leading him away from the Nictus.

    On the last 3 ITF's I ran, I was unable to do it, and I don't know if I was just really off my game, or if there was a fix to prevent this from happening. Anyone know?
  17. Sir_Lionheart

    ITF Question

    For those of you familiar with this strategy, on the final mish of the ITF, it used to be possible to pull Romulus away from the Nictus by aggroing him immediately after the cutscene ended and then running back, leading him away from the Nictus.

    On the last 3 ITF's I ran, I was unable to do it, and I don't know if I was just really off my game, or if there was a fix to prevent this from happening. Anyone know?
  18. [ QUOTE ]
    I have an energy melee / willpower brute; I took Mu powers at first because I liked the looks, but have recently (at level 47) switched to soul mastery.

    [/ QUOTE ]

    Wait, you can respec out of PPP's? I didn't know that.
  19. I will definitely be stacking up my Defenses, but I doubt I will hit the soft-cap with only 1 mob in range of Invincibility, which is why DN is attractive to me.

    If I do choose Soul Mastery for DN, and decide I don't like/need it, and respec into Dark Obliteration, how does the damage of Soul Tentacles and DO compare to Fences and Ball Lightning?
  20. I still have a long way to go before I actually have to decide, but I am planning the build on my Elec/Inv Brute, and want to devote 2 slots for Patron powers. I have zero practical knowledge of the PP's, and I am deciding between Mu or Soul Mastery.

    Thematically, Mu fits better, as an extension of my melee attacks. I would probably take Fences and Ball Lightning to enhance my PBAoE focus. I am contemplating Soul because of Darkest Night, which looks to be a really good power to enhance survivability, which I would normally put priority on if I were a Tank or Scrapper. But maybe the mechanics of the Brute calls for more offense?

    Any suggestions, or pros and cons?
  21. [ QUOTE ]
    I don't see it being any different on a scrapper. Except for being even more squishy due to the lower base HP. Flipside to that is that scrappers don't need fury. They can fall back any time they want without loss of damage output.

    I've often called EA the set that lets a brute act like a stalker. I think that would hold true for a scrapper as well.

    Should it be ported over? Hell yea. Would I give it another chance as a scrapper? Maybe. I do love the way it looks and sounds.

    [/ QUOTE ]

    Agree with your points, I was just thinking that the stealth factor would work a lot better (and is more fitting thematically) for Scraps than Brutes.
  22. How do you all think EA woudl do as a Scrapper set? After reading some of these posts, it sounds like it might be a better fit. I'm actually hoping it does proliferate over, because thematically, it works for Tech-based and military stealth type heroes. The defense numbers don't look too bad, and Energy Cloak and Energy Drain sound like they could be really fun on a Scrap.
  23. QR

    SR is a great set, but is a late bloomer, so you may have trouble with it early on. Because SD and, to a lesser extent, WP are newer sets, and easier to play at the lower levels, you probably see a lot more of those pre 30-35 . But I think there are defintiely other secondaries that are less common than SR.

    In the end game, SR is awesome. I love my IO'd BS/Inv, as it is my main, but as I am starting to kit out my Fire/SR, I have to admit it will probably end up stronger overall, with a lot less work. The only real issues to address are End management (easy to do once you slot IO sets) a self-heal (I decided against Med pool, and just carry Green insps).

    If you are sticking to SO's/generic IO's, you probably want all the SR powers, plus go into Fighting for Tough / Weave. I would also at least invest in the Steadfast Res/Def Unique. If you are going to eventually kit out with IO sets, you have several options to soft-cap your Defenses, and can probably skip Elude. I would still take the other 8 powers though.
  24. I'd love any ideas for a Fire/Dark (I am actually considering this for a Brute, but I figure close enough). I have modest goals (I think):

    - I would like to get as close to softcap defenses as I can (either all Types or Positions, whichever is easier).

    - Although I don't have any money restrictions, I will probably not use Purples.

    - This will be for PvE, and I don't really care about soloing AV's or perfect attack chains, and things like that, but I don't want to sacrifice much damage.

    - I want to not be sucking End during each fight.
  25. Sir_Lionheart

    Scrapper Vote

    Claws/Fire sounds like it would be the most challenging.