SpyralPegacyon

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  1. SpyralPegacyon

    Tanks vs Brutes

    Quote:
    Originally Posted by Johnny_Butane View Post
    Brute ratio of survivability to damage is more optimal to the game than a Tanker's. Often the Tanker's survivability is overkill. If Brutes truly died so much that it had a negative impact on them, they wouldn't be tied with Scrappers for most popular AT, while Tankers are closer to the bottom because most players don't want to take a big hit to damage for a minor decrease in how often they faceplant.
    I want to know on what server Tankers are 'closer to the bottom' because it sure as heck isn't Virtue.


  2. Gah! I'm trying to cure my altitis, and now I've got Martial Combat locked for release day one! Curses!


  3. I think I'll withhold judgement until I find out just what they're up to on our side of the portal. Mission contacts? Intrigued. Trainers with a couple paragraphs of expository 'I'm a good guy now, really' dialogue? No, thanks.
  4. Quote:
    Originally Posted by Rakeeb View Post
    Not gonna do the dev's jobs for them, Steele, and I don't work for you or the community. I'm taking up a determined opposing viewpoint and I'm not shifting until either I get what I'm looking for from the development community, or they come out and admit that they aren't able to balance their game to my satisfaction.
  5. SpyralPegacyon

    Tanks vs Brutes

    Quote:
    Originally Posted by Aurora_Girl View Post
    o.0

    Weren't we talking about Tanks vs. Brutes?

    Is there a special Smarmy Tommy Lee Jones loophole somewhere that allows Tanks to have Fury?
    No, I meant that Super Strength is a weird set that is lousy on tanks and godly on Brutes. Fury makes KO Blow and Foot Stomp even more godly and makes Haymaker and Punch actually serviceable.

    I've played an Inv/SS and a SS/Inv, and I'd take the brute over the tank in that matchup too. Put my SS/Inv against my Elec/TW though and its a heck of a lot closer.
  6. SpyralPegacyon

    Tanks vs Brutes

    Quote:
    Originally Posted by Aurora_Girl View Post
    Level 41 Inv/SS Tanker: Miserable
    To quote the esteemed philsopher, Adam Savage, 'Well there's your problem!'

    I think we could solve half the complaints about tanker damage by hanging a 'Fury And Soul Recommended' sign on Super Strength.
  7. SpyralPegacyon

    Tanks vs Brutes

    Quote:
    Originally Posted by Aurora_Girl View Post
    Tank: Hard to kill, hard to kill other things.
    Brute: Slightly less hard to kill, WAY BETTER at killing other things.
    My Elec / TW tank is having a hearty gut laugh at this. He doesn't kill as fast as my scrappers or brutes, sure, but when it comes to holding his own in a Manti on nothing but SOs? Accept no substitutes. I'll gladly take that trade off between defense and offense.

    And 'hard to kill other things'? Ever play a defender? Controller? Corruptor when the RNG is laughing at your pleas for Scourge to kick in?

    And, yes, Johnny, you can quote me on all of that too.
  8. Quote:
    Originally Posted by Bullet Barrage View Post
    This thread has no real topic to discuss. Post pictures.
  9. Quote:
    Originally Posted by Rakeeb View Post
    No compromises. Fix the game. It's not hard; it simply requires commitment.
    Prepare to be perpetually disappointed.
  10. Quote:
    Originally Posted by BrokenFace View Post
    wait! shoulda mentioned: I have a "buying heroes/villains packs" problem, so I have many, MANY, MANY reward merits.
    so really, I'm only focusing on purps, and the gladiator's armor, since they're the tricky pieces
    Either? If you have plenty of merits left over, though, I'd go with the proc since you can scoop up converters and grab the Glad Armor proc on the cheap.
  11. Quote:
    Originally Posted by _fxds_ View Post
    1. Are there any particular secondaries that work well with StJ? I'm considering Super Reflexes for the stereotypical non-super "natural" sort of thing, but that's just a thought. I'd prefer to avoid a set like Dark Armor that's going to obscure the animations, since those are a big part of why I've chosen to give StJ a whirl. I'd also prefer to avoid Willpower and Shield since my two most-played toons use those sets, but I'm willing to be convinced otherwise.
    I ran with Shield, AAO and Shield Charge just makes minion stomping that much more fun. Barring that and Willpower, though, maybe Elec? The set does tend to run endurance heavy.

    Quote:
    2. Are there any powers in StJ that are commonly skipped, aside from the always optional but situationally useful Confront? Does the first attack under-perform as it does in so many sets? Any others that kinda stink up the place?
    I dropped Initial Strike myself, but that was to free up powers since the other three combo builders can keep rolling all night long. Sweeping Cross is kinda skippable at the endgame, but its your only PBAoE and your heavy combo finisher before Crushing Uppercut so you might want to hang on to it for set mules and exemping.

    Quote:
    3. Is Hasten required in a leveling build (ie minimal set IOs), or at least a good idea? Does Quickness change that answer if I go with SR for my secondary? Do Luck of the Gambler Global Recharge IOs change the answer for an end-game build?
    On a leveling build, I'd skip it. For an endgame build, its very handy. In the end, I took it myself since it allowed me to run Active Defense double-stacked, have Shield Charge up more often, run Crushing Uppercut after four to five builders, and - most importantly - have Spinning Strike up after three builders. That was just too nice to pass up.

    Quote:
    4. How's the endurance use of Street Justice in general?
    I ran it with Shield so I was gasping for blue skittles and +End IOs as fast as I could grab 'em. Paired with Conserve Power and Physical Perfection, its manageable.
  12. Quote:
    Originally Posted by BrokenFace View Post
    1. Spiral, I'mma fascinated with your build.
    Thanks! It took a lot of re-designing to finally put it all together, and I'm 14 XP bubbles away from finally putting it all together for incarnate trials.

    Quote:
    2. so...positionals is harder to hit than S/L/E/N. coolness/ty for the knowledge
    Yep. Easy way to think of it is that it takes three or four slots for the best S/L/E/N improvements, but almost always six for positional.

    Quote:
    3. Will Kick/Boxing trigger redraw?
    Sadly, yes. I only slotted mine as a KC mule.

    Quote:
    4. if I focus on the gladiator's armor first, purples second, will my build suffer for having sirroco's in whirling smash?
    I slot for glad armor on the belief that I can convert my way to victory there, and a I've turned into a horrid marketeer so now I'm building all the time for purples.

    Honestly, I'd go for the Erads, Kinetic Combats, Reactive Armors, Mocking Beratements, and Adjusted Targeting first to get your defense up. The Tanker ATEs aren't too pricey either, go for those too. Once you're all set there, then go for the purples. Surviving is job one.

    EDIT: And I'd skip Scirocco's and go Oblit if you're hard up for purples. Scirocco's is great for positional defense and damage auras, its horribly lousy if you're building for recharge for both global and the attack itself.

    Quote:
    5. So are fire and cold rarely used?
    Pretty much. Fire/cold only enemies are rare, but you'll have plenty of resist anyways so its nothing major.

    Quote:
    6. Vector question: how is stuff determined if it's melee or not. is it a "only attacks with a punching animation are melee", or is it a "I can CHARGE IN and their attacks default to melee"?
    Its melee if its typed melee, you can shoot someone point blank in the face and it'll still be ranged if its typed range.
  13. Quote:
    Originally Posted by Aett_Thorn View Post
    Defensive sweep only applies Bruising to the main target, not to everyone hit by it. Just an FYI.
    I knew that. I was talking about Bruising plus Rend Armor, Follow Through, and Arc of Destruction.
  14. Here's what I'm planning, I'm pretty sure I've posted it before with one small change. Softcapping on an Elec is doable, but you give up a lot to get there and you won't have any DDR to keep it up anyways. This build gets you to 47% S/L and 38% E/N defense at the tail end of Barrier, and as long as the Tanker ATE fires you'll be resistance capped to S/L/E. And you have enough recharge for perma-Hasten, almost-perma-Energize, and to run RA->FT->DS->AD->FT. That's enough damage there for even the brutes and scappers to take notice.


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    T-34: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Titan Weapons
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Defensive Sweep -- LkGmblr-Rchg+(A), Erad-Dmg(5), Erad-Acc/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9)
    Level 2: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 6: Lightning Field -- SMotTanker-Rchg/Res%(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Sciroc-Dmg/EndRdx(23)
    Level 8: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27)
    Level 12: Energize -- Numna-Heal(A), RechRdx-I(27), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
    Level 16: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod(37)
    Level 28: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Achilles-ResDeb%(40)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
    Level 35: Whirling Smash -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
    Level 38: Arc of Destruction -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(46), SMotTanker-Acc/Dmg/Rchg(46), SMotTanker-Dmg/EndRdx/Rchg(46), SMotTanker-Acc/Dmg/EndRdx/Rchg(48), FotG-ResDeb%(50)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(15)
    Level 1: Momentum
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Barrier Core Epiphany
    ------------
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    I've since updated the builds that I'm running in game to include the ATOs but I haven't actually posted those versions yet. They both now include the +3% defense PvP IO, which doesn't make them as useful because most people who can't afford that.
    I'd like to see both of those builds, actually. The PvP IO is a lot cheaper to get these days, just buy one of the other IOs from the set and play converter lottery.
  16. Quote:
    Originally Posted by BloodPython View Post
    One of the things I dislike about our current Bruising is that to get any benefit from it, you have to work the 1st attack into your attack chain. I know we all have to take it as Tanks anyways, but we're still forced to USE it to see any Bruising benefit.
    I see it this way: Look at Bruising as taking the damage of that tier 1 attack and then adding in up to 20% of the damage of every attack after that Bruising kicks in on. Defensive Sweep looks a whole lot better now, doesn't it?
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    It wasn't practical in game design terms, and a shield throw power would probably have violated one of Marvel's trademarks.
    And it gave us more freedom in what shields we can use as well. The Riot Shield Toss might be an Olympic sport in the Paragonverse but its not going to be a very effective weapon.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Bottom line is they need an editor. At least one. What I mean by "editor" is a person whose sole job, or at least primary job to where he can put everything else aside, is to read through all of the stories suggested BEFORE they go into production to catch any glaring continuity problems, and then once more read through all the text of the finished arc to take a pickaxe to the writing.
    Well said, Sam. I wholeheartedly agree.

    Quote:
    Originally Posted by Arcanaville View Post
    That seems to miss the point. It sounds like you're saying the reason why we have continuity errors, typos, grammatical errors, and sometimes broken writing is because the writers are too busy world-building to spend time writing effectively.
    I think world-building is just one of the things. From prior to current history, I get the impression that there are a lot of moving pieces at the CoH side of Paragon, and only so many hands to keep said pieces moving. There's the list of player-discovered typos that's been sitting around for years now that there's never any dev time to fix. Having an editor for typos and lore comes in noticeably lower on the priority scale compared to most everything else.
  19. Am I too late to throw in a vote for Rad/Rad? Hard for you to get hit, hard to miss once you hit, you get almost as much love as a kin on teams, and you even get a bit of control for good measure too. Mine was my first alt to break 20 and first to hit 50 and it'll only get better once the crashless nukes and perma-snipe kick in.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Everyone has deadlines, the writers have no responsibility to design NPCs, and their budget consists of Mountain Dew and number 2 pencils. What we pay them *is* the writing budget.
    Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

    And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    I firmly believe that anyone - ANYONE - who wants to write for City of Heroes needs at least two of the following three things:

    1. An intimate and intricate knowledge of at least most of the canon that's in the actual game good enough to quote plot points off memory.

    2. Access to someone who's infinitely familiar with game canon at least up to the present day. ParagonWiki can suffice here, but only if referenced extensively.

    3. The presence of mine to accept corrections from others regardless of their knowledge of content, or at the very least to verify corrections with either other more knowledgeable people or a static resource, again like ParagonWiki.
    Now fit that all in with the ability to create multiple challenging bug-free missions, just as challenging new NPCs, and do it all on both a deadline and a shoestring budget.
  22. As for Sam's initial question: My tankers and brutes take Taunt and my scrappers skip Confront. Gathering aggro is the bread and butter of my tanks and brutes, not to mention the -range is very handy. Since my scrapper can't drag multiple targets, I found it more useful to leave it by the wayside, pick a different power, and go after marksmen and mentalists the old fashioned way.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    At the very least, I want Taunt/Confront to LOOK like something that might make an enemy want to attack you, if not ACT as a more potent power.
    Its Standard Hero Manuever 14: Insult their manhood / mother / favorite teddy bear / whatever. It wouldn't hurt to have some alternate animations available, but right now Taunt is whatever you imagine yourself doing to incite the enemy.
  24. Quote:
    Originally Posted by Sevenpenny View Post
    And here I thought he'd play Clarence Boddicker.
  25. Since this thread's still on the first page, I'll throw my question here.

    I've been working on a Going Rogue (Somewhat) All The Way character of my own: Praetoria Power arc to 20, then First Ward, then Primal Earth to 30, then Night Ward. However, thanks to the oddity that is Mr. G's arc, I finished up Imperial City with three bars left to 15. I'm thinking of doing the Responsibility arc here, then moving back to Power in Neutropolis so I can grab the badge. If I ding 20 before the next arc is over, though, can I still complete it?

    I know someone had a guide to the Prae arcs around here somewhere, I can't remember who though.