Vauluur

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  1. I tried to use the fear powers and really wanted to like them on my Scrapper. In the end, I ditched them and just kept Provoke to continue out-tanking the tankers.
  2. Vauluur

    SJ and ...???

    I personally suggest anything but Willpower. I find the toggle up and smash things approach as being very boring. I also generally prefer Scrappers to Brutes because I like criticals. You may have a different opinion. Something you may want to look at is SJ/Invuln. You could probably softcap S/L/E/N defense and still have good resistances. With a Winter's Gift IO (conveniently available right now) /Invuln can also have 40% total slow resistance. Plus it comes with Unstoppable which is fun. SJ/Regen might also be a good pairing since /Regen is so active and SJ features a number of mitigation effects in the form of AoE knockdowns and stuns. In that case you'll want to go Scrapper for sure so that you can get Shadow Meld.
  3. I'd ignore the interrupt and try to slot for bonuses from Doctored Wounds or frankenslot for heal and recharge.
  4. /Storm should actually be good for trials. Using Hurricane skillfully without throwing everything around will make the increased ToHit of Praetorian enemies irrelevant. Storm also gives some exotic resistance that pops up a lot in trials and gives Confuse resistance, which is invaluable in certain parts of the trials as well. I'm probably going with Storm for this character, though part of me really wants to make Pain work. Oh well, I'll just dismiss the Commando and resummon him when Serum runs out. Or feed him blues. Whichever.
  5. Actually, I had enough surplus S/L defense I was able to make those changes without picking up any additional bonus. That seems to be a good improvement to my ST attack chain and will also give Fiery Embrace a little more uptime. I also noticed that my melee and ranged defenses are both at 25.7% now, so that should help with any incoming Psi damage. It's not great, but it's something.
  6. I'm torn between the two. Pain seems to be the better pick at first because Painbringer could be used to fix Serum, and the set can heal the Mercs while using Anguishing Cry to debuff stubborn spawns. However, I've read a lot of good things about Merc/Storm as well. Which is actually the better pairing?
  7. This is my first attempt at a level 50 build for my Fire/Ice Tank. I'm a little concerned that there may not be enough accuracy and that Consume might be underslotted. It'd also be nice to squeeze in some additional defense and resistance to Psionic since that damage type seems to be on the rise in high level content. More HP would also be nice, since there isn't currently much difference between the proposed Tanker build and my main which is a /Invuln Scrapper. Anyway, advice and improvements are welcome

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    William Webb: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Ice Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    Level 1: Blazing Aura
    • (A) Eradication - Chance for Energy Damage
    • (17) Eradication - Accuracy/Damage/Endurance/Recharge
    • (25) Eradication - Accuracy/Recharge
    • (33) Cleaving Blow - Accuracy/Damage
    • (33) Cleaving Blow - Damage/Endurance
    • (33) Cleaving Blow - Damage/Recharge
    Level 1: Frozen Fists
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    Level 2: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (37) Doctored Wounds - Heal/Recharge
    • (37) Doctored Wounds - Heal/Endurance/Recharge
    • (40) Doctored Wounds - Heal
    • (42) Doctored Wounds - Recharge
    Level 4: Fire Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Resistance
    Level 6: Ice Sword
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    Level 8: Frost
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt
    • (15) Mocking Beratement - Taunt/Recharge
    • (15) Mocking Beratement - Taunt/Recharge/Range
    • (17) Mocking Beratement - Taunt/Range
    Level 12: Plasma Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (45) Reactive Armor - Resistance
    Level 14: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Build Up
    • (A) Recharge Reduction IO
    Level 18: Burn
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage/Recharge
    • (21) Obliteration - Accuracy/Damage/Recharge
    • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (23) Obliteration - Chance for Smashing Damage
    Level 20: Ice Patch
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 22: Consume
    • (A) Armageddon - Accuracy/Recharge
    Level 24: Temperature Protection
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Knockback Protection
    Level 26: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Knockdown Bonus
    Level 28: Freezing Touch
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Recharge
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (46) Reactive Armor - Resistance
    Level 32: Rise of the Phoenix
    • (A) Recharge Reduction IO
    Level 35: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense/Recharge
    • (36) Luck of the Gambler - Defense
    Level 38: Frozen Aura
    • (A) Cleaving Blow - Accuracy/Damage
    • (39) Cleaving Blow - Damage/Endurance
    • (39) Cleaving Blow - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Endurance/Recharge
    • (40) Eradication - Accuracy/Damage/Recharge
    • (40) Eradication - Accuracy/Recharge
    Level 41: Block of Ice
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Accuracy/Damage/Recharge
    • (50) Basilisk's Gaze - Accuracy/Hold
    • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 44: Ice Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (46) Thunderstrike - Damage/Endurance
    • (46) Thunderstrike - Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Recharge
    Level 47: Combat Jumping
    • (A) Kismet - Accuracy +6%
    • (48) Karma - Knockback Protection
    Level 49: Fiery Embrace
    • (A) Recharge Reduction IO
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (11) Healing IO
    • (11) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (13) Endurance Modification IO
    • (13) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run

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  8. Quote:
    Originally Posted by Lucky666 View Post
    I pvp, that's hard specially on a squishy. Insta death patches that appear out of no where and kill you are not only annoying but they are not fun and not hard. It's cheating and if you think cheating is hard well I don't have anything more to say to you.

    The incarnate trials i was really excited for them.

    I play games like Megaman 9 that's hard. What the devs made are a waste of resources and inability to think up actual challenges so instead we are left with lame *** Maelstrom whom I've smoked dozens of times in the past 1 shotting anyone he feels like.
    PvP can hardly be used as a measure of anything else in this game. It's a broken system that is the legacy of an old dev team.

    The patches are hardly cheating. They use a system that was coded into the game and has been in place and been used for several other encounters in the past. Most notably the Hamidon. The fact of the matter is that not a lot of people would die at all if there wasn't some source of extreme damage they needed to watch for in high level content. By that point in the game, everyone is loaded up with insane amounts of buffs and survival tools. Something had to be done to threaten us. If you would like to suggest an "actual challenge" then I'd be happy to hear it. Especially since you appear to think it's so easy to do that.

    Also, the patches aren't exactly insta-death. You can move and use an inspiration or self-heal. Then you survive. The patches may have killed me like twice once I knew to watch for them.
  9. Quote:
    Originally Posted by Infernus_Hades View Post
    I have zero interest in these trials. I am not trolling but thanks for the personal attack.

    I keep hearing that things are HARD when you add an insta-kill aspect. That doesn't equate with hard. Look I worked with teams to develop the first Hamidon raids that succeeded without a bunch of Rads.

    That was Hard. It took months to design the strategy and learn what Hamidon did - what the Mito's were and how to defeat them. Now it is a given but back then no one knew. We made monster teams to stop the giants that stumbled in, made healing shields, had designated rezzors, sniping pools and so on all organized and orchestrated.

    So your idea of hard and mine aren't the same. Cleverly designed foes like the Captain in the 3rd Who Will Die - where you destroy his buffing and then activate the guns for yourself - are fun.

    Pools of death on the ground whether blue, pink or chartreuse not so much.
    So, what you are saying is that understanding the unique challenges of a situation, developing a strategy to deal with them, and implementing that strategy is fun.

    How is it that avoiding damage patches on the ground while managing adds and taking out an AV is not essentially the same as the scenario of Hamidon? Hamidon even has unresistable damage that you have to worry about. I don't see Tankers complaining about that and wanting inherent resistance to it. What's the difference?
  10. Quote:
    Originally Posted by Darth_Khasei View Post
    This kind of elitist condescending response to legitimate concerns is part of the disconnect that has been mentioned.
    So you are arguing that there are elitists, who expect people to pay attention to their screen and actually move their characters from time to time, and non-elitists. I assume that non-elitists drool on their keyboard and mash buttons while complaining that everyone else on the league needs to get better?
  11. Quote:
    Originally Posted by Hyperstrike View Post
    Apparently *I* am not the one who fails to understand binary.
    Interesting that of all the other things you could respond to, you chose to respond to that particular comment.

    You make no claim that you have completed the trials numerous times to verify the fact that they are not "hard".

    You make no argument against the fact that the trials don't require any particular team or league make-up.

    Instead, you defend the definition of binary.

    Thank you sir, for discrediting yourself further.
  12. Quote:
    Originally Posted by Infernus_Hades View Post
    1. the trials aren't hard. Baf and Lam 20 minutes?
    2. Insta-death gimmicks that may get you killed due to lag spikes or a slower computer - isn't HARD.
    3. Farming the same trials repeatedly to get powers you can only use to farm MORE trials = fail. That is the intention I would imagine at some point because the Incarnate powers and level shift where you are fighting -1's in TFs is silly.

    You obviously LIKE running those very hard 20 minute farms. Rolls eyes.
    1. Since when were BAF and LAM the only trials? We've had quite a few more added since that time.
    2. To the contrary, it does make it more challenging. They are far more likely to get you killed due to not paying attention than due to lag spikes. If you have a computer that can't respond while playing CoH then either your settings are too high or it's time for an upgrade. CoH manages to look great without being all that resource intensive. I used to play it with performance settings on my netbook.
    3. You hardly have to farm them to get anything except perhaps t4. But even that has become easier with the change to the UG rewards table. And the only thing that doesn't carry to outside the trials (and the upcoming Dark Astoria revamp I assume) is the incarnate shifts. If you'd prefer to not have your interface, destiny, judgment, and lore powers outside the trials then I think you're probably insane and/or trolling.
  13. ...stop whining. Boo hoo, the game actually has a challenge in it and you have to think and react to succeed. My response to a few common complaints:

    1.) Tanks (or other melee AT is useless) - Sure, you die more often because there is some unresistable damage. That in no way makes you useless or relegates you to having Blaster level survivability. The unresistable damage devastates other ATs more than you for a number of reasons: you have more HP, you are mitigating all the other incoming damage more effectively, and you have more tools to recover from that damage in general. The trials, if they change the need for Tanks at all, make them more desirable. At least with a TF a non-conventional tank could handle the aggro. That's not really true with the trials.

    2.) I die too much. - Why do you care how much you are dying? Debt, if it can even be considered to have meaning in CoH anymore, certainly has none once you have hit the level cap. If anything, you should be happy that you can finally get those debt badges you probably don't have.

    3.) Too much to do with Well of the Furies and Praetoria - I can understand, to an extent, being a little upset that you have to be tied by game lore into having a connection to the Well. But here's the thing: you don't. If you care enough about your backstory to be upset that you are suddenly tied to the well, you are probably more than capable of thinking up an alternate explanation for your improved powers. Praetoria happens to be the center of the currently unfolding story for the game. Remember how there was the Rikti War? Well, this is the new that. It's a pretty big deal. If you have been paying attention at all to the story, you'd know it won't be focused on Praetoria much longer anyway.

    Bottom line: we finally have an end-game system that is more complex and entertaining than any other MMO. We actually have to take everything we learned in levels 1-50 and apply it, mixing in effective teamwork, to succeed. Our characters are no longer second fiddle to the Freedom Phalanx and Arachnos. We are now the center of the story. And with all of that, we are getting powers above and beyond anything we could have hoped to have before. Please stop complaining about it.

    If you are wondering why I'm posting this here, it's because most of the more common complaints I see revolve around "my <insert AT here> is screwed over in iTrials" and I would like to put a stop to that notion in this thread.
  14. For going melee, I'd suggest Dark/Invulnerability. That will play differently from a Broadsword/Shield and has some nice synergy.
  15. In a sea of melee characters, I'm trying to make use of the alternate builds system to give my melee characters something to distinguish them from others and provide some additional support to teams and leagues in the form of crowd control and pool power utilities. I have some ideas for my Broadsword/Invuln that involve using Weapon Mastery, Medicine, and Leadership to provide some potentially useful control and support. The problem is, I can't fit in all the powers I want. So here are some of my general thoughts, I'd like some opinions on what I can skip and what I should go for.

    Leaping:
    Combat Jumping and Super Jump have their uses for mobility, but Spring Attack is my main target. I greatly enjoy the attack conceptually and mechanically, but is it worth taking up three powers to get?

    Medicine:
    Aid Other provides a decent single target heal that I could use to save an ally in trouble or heal an NPC like Aurora in MoM. Stimulant would help free important squishies from status effects and help league members resist bizzare status effects. Aid Self provides an additional self heal. Resusicate could be handy in situations where other team members don't have a rez or in MoM. It seems like a good deal, but I'm not certain that it's worth it - especially since the exotic status resistance could also come from Leadership.

    Leadership:
    This pool is one of my favorite options. Assault and Tactics give the team useful (if small) buffs and exotic status resistance. They also avoid the problem of weapon redraw that Medicine would have. Vengeance, however, is the most attractive power. Not a lot of people seem to have it these days, but it does provide a powerful buff that lasts a long time. It would be good for iTrials since in the more difficult fights people tend to die. A lot. However, I again find myself wondering if the 3 power sacrifice is worth it for Vengeance.

    Weapon Mastery:
    Shuriken comes back pretty fast, and seems like a good spot for some damage procs for a buzzsaw-style ranged attack. Exploding Shuriken is cool conceptually, but doesn't seem that great numbers wise. Web Grenade and Caltrops both have good crowd control possibility. Targeting Drone doesn't seem terribly useful if I have Tactics, except for the debuff resistance.

    I would also like to fit in the Fighting pool and Hasten if I can. So, keeping in mind my primary and secondary, what are your thoughts of what I should do? Conceptually, I am going for a weapon master sort of character. Naturally, I like Weapon Mastery for that. I also like the Medicine pool for that concept, it goes well with the "utility belt" idea.
  16. There was an old build I had a few issues back that I'm attempting to remake for use on my Scrapper. Problem is, I lost the file for the build and I don't remember how I did it before. The idea is to use Unstoppable (with as much up time as possible) to cap my resists to all but psionics, while using Parry and set bonuses to soft cap my melee defense. The Unstoppable crash will be mitigated with a blue inspiration and Hibernate. It used to be a fun build to use, and was pretty Unstoppable. I tried a lot of other builds, but now I'm looking to switch back to this idea. I'm running out to dinner now, but this is what I was able to throw together. It's probably playable, especially since the character already has Rebirth Radial at T3 and will have T4 soon. So really, I'd have plenty of tools to survive during Unstoppable's down time. I'd like to see the recharge get better though. If anyone can load it up and try to improve it, I'd be grateful

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  17. I've been leveling up a Fire tank the past couple days, and he's nearing the level where I usually start slotting IOs. I'm not sure about his build yet though, because I'm not really sure what to build for. The usual goal of S/L/E/N defense goes without saying, but I don't want to sacrifice too much in enhancement values to get it. Is it possible to cap S/L resistance on a Fire Tanker? I imagine it is with the Alpha slot, but what about pre-Alpha? The secondary is Ice Melee, and I'm planning on going Earth Mastery. It's a concept character based on controlling all four classical elements. Air will be covered by his ability to fly and Ion Judgement. Anyway, I'm just looking for some thoughts on how high the resistance numbers can go and how I might get there. The more types I have capped resistance to, the happier I'll be. I'm only going to be getting around 32.5% defense, so I'm looking to have as much resistance mitigation as I can.
  18. Quote:
    Originally Posted by Screwloose View Post
    Not picked up any more of my purple pbae set from the auction house, might have to up my bids. Is it worth slotting it in one of my PBAE toggles, I was thinking Death Shroud, or should I put it in Spine Burst and try to remember to use Spine Burst more rigorously?

    Regards, Screwloose
    “I am not young enough to know everything.”
    I know that the Warshades are all pretty serious about putting the purple set in Orbiting Death. Since that's basically the same thing as Death Shroud, it's probably a good plan for you to do the same.
  19. Quote:
    Originally Posted by Angry_Citizen View Post
    We have a point of contention then. Blasters, scrappers, brutes etc are not useless 99.9% of the time like stalkers would be under this gimmick proposed by Redlynn and the other gimmick proposed by the devs. Blasters and scrappers may not benefit the majority of time from their inherents, but they do benefit the majority of time from being innately powerful and filling niche roles of their own. Blasters and scrappers fulfill long-term DPS roles and the ability to quickly dispatch minions. Stalkers do not fulfill any role that cannot be replaced entirely by another AT, and the role they are ostensibly designed for is one that is very rare. How rare is the necessity for AoE damage? Hrm?

    Also, I think you're using hyperbole or are being intentionally disingenuous if you're saying that Fury doesn't help brutes 99.9% of the time, because it most certainly does.



    Indeed. I no longer seek to compare stalkers to scrappers. Scrappers themselves hold a tenuous role at best in team environments. However, they do have a role, and that role exists for the entire game. Scrappers do not suddenly become super-important in rare encounters like they would under Redlynn's proposal. They do, however, remain mildly important in essentially every encounter. That's what I want from stalkers. Other AT's should be able to fight bosses, no doubt about it. But a) bosses should be powerful enough to cause a team-wide threat, b) stalkers should be one of the many tools used to dispatch this team-wide threat, and c) stalkers should be very effective at doing just that.
    Please explain to me how exactly a Stalker with the Dev's proposed changes will not be able to fill the same role on a team as a Scrapper or, for that matter, a Brute. A Stalker has a 10% base critical chance against every foe when they are not hidden. That's twice as much as a Scrapper against minions. Then, with Assassin's Focus, the Stalker gets a Superior damage power that gains even greater critical chance. That will put Stalkers at the top of melee damage, but with the lowest survivability of melee ATs. That's the way it should be.

    The things you are talking about, changing bosses to be more powerful and making Stalkers the tool to dispatch them, those things are just not possible. That's making a new game. If you truly hate the way this game works as much as you seem to, then I suggest you play another game. Personally, I have been playing my first Stalker all night - just to compare it to playing a Scrapper. I find it to be more enjoyable already. With the changes, I might not make a Scrapper ever again.

    I'm failing to see how someone can read "Stalkers will do more damage" and be like "I want them to not do that, it'll make them better."
  20. Vauluur

    Ice Armor?

    I'm looking to get a Stalker started as an off project so I can play it more frequently when I22 rolls around. I'm looking to have it close to 50 in fact, so I can try out some of the new DA's redside content. Looking at the sets, Ice Armor is interesting because it is different from the Tanker version. Is it an effective set in actual gameplay? Also, what primary and patron powers would you pair with it?
  21. Vauluur

    regen defense

    I think you may be missing how Alpha powers work. They are a lot like having an extra SO of whatever values they enhance in each of your powers that would accept that kind of enhancement. They do not buff those values directly.

    Spiritual, for example, is like having an extra recharge IO or SO slotted into all of your powers.

    Destiny powers, by contrast, are direct buffs. However, you'll be wanting Rebirth (which is sort of like having a second IH) and not Barrier (which is a def/res buff). Despite the initial appearances, it actually works out better numerically for a Regen to take Rebirth.
  22. Vauluur

    Crit Change?

    This problem is nothing new. I first noticed the missing text several months ago. As Hopeling stated though, we still get crits on those things so I don't mind. My current theory as to why it is absent is because they probably had to change the crit chance code in order to get the proc for the Scrapper IO set to work.
  23. Vauluur

    TW/Reg

    Quote:
    Originally Posted by Pyro_Beetle View Post
    This is what I have gone with as well, and it actually works quite well. You will have to worry about the redraw issue, but if you are at all experienced with Regen you will not be clicking your heals so much in the middle of combat.

    Actually I would consider TW an ideal set to match with Regen, when you are without momentum is an ideal time to click a heal, even if it wouldn't be for the maximum amount, and Defensive Sweep can stack 2x easily which will give you 22% defense to melee, and any defense on a Regen is pure win.

    At higher levels with MoG and Shadow Meld, you will have the option of clicking either before you jump into combat, which will once again reduce the amount of clicking that you will do in the middle of combat, and the AoE-centric nature of TW will ensure that everything is dead long before that 15 seconds is up.
    /signed
  24. Vauluur

    regen defense

    Welcome back! I answered a similar thread above, but I'll give yours a shot as well.

    You want your defense to be roughly 32.5% to S/L/E/N so that you can soft cap with a single small purple inspiration. To get that high, you will need a lot of set bonuses and pool powers. You'll want Weave, Combat Jumping, and Maneuvers. You'll also want to use Kinetic Combats, which will take some time to get. Weave also comes with Tough, which helps you out by increasing your S/L resistance.

    Shadow Meld is amazing. You want it ASAP.

    As a Regen, your best options are Spiritual or Musculature. Spiritual increases your survivability because it makes your powers recharge faster and makes your heals more powerful. Musculature gives you more damage, which is never a bad thing. If I were you, I'd go Spiritual.
  25. I have an Electric/Dark Blaster that I made more or less on a whim. I like the concept and costume, but I can't really decide what I want the character to be. It seems to lend itself fairly well to blapping, but it doesn't actually have any tools to increase survival while trying to blap. I guess what I'm getting at is if you had an Electric/Dark Blaster how would you play it?