firespray

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  1. I'm wanting to do an Assault Rifle blaster and I'm wondering what's mechanically a good secondary to go with it. I can't stand devices, so please don't suggest it.
  2. 1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo
    Can defeat a single tough target most quickly, alone (admittedly requires a high level of survivability as well.)

    If you want to go at GMs solo, your list is very limited. Ill/rad controllers come out on top.

    2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling
    This teammate would help the team defeat a tough target most quickly (defensive capability not necessarily important, offense may be)

    Ill/rad wins this one too.

    3. Large group defeat specialist -solo
    Can defeat a large group most consistently and quickly, alone

    Elec/shield scrapper or brute. Other good choices would be IO'd out spines/fire scrapper, or SS/fire brute.

    4. Team large group defeat specialist -assisting/enabling
    This teammate can make defeating large groups fastest most consistently (defensive abilities not important, offense may be)

    Fire/mental/elec blaster or archery/mental blaster.

    5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo
    Can stand against a tough target the longest, without help (offense capability not considered, assuming never ending enemy attack)

    Stone tank with granite.

    6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling
    This teammate would make surviving tough targets for a long period easier (offense capability not considered, assuming never ending enemy attack)

    Tough call. Maybe a good FF defender. Softcapping the whole team is no mean feat.

    7. Large group survivability specialist -solo
    This combo can withstand a large group attacking them the longest (offense capability not considered, assuming never ending enemy attack)

    Stone tank with granite.

    8. Team large group survivability specialist -assisting/enabling
    This teammate can help the team stand against a large group the longest (offense capability not considered, assuming never ending enemy attack)

    Lots of options here, it's hard to put one in front of any others.

    9. Tough target control specialist (vs. boss, EB,AV,even GM)
    Power combo that can most consistently stop a single tough target from dealing damage (offense not considered)

    Permadom.

    10. Large group control specialist
    This combo can stop a large group of enemies from dealing damage most consistently (offense not considered)

    Earth/rad/earth controller.

    11. Tough target stacking specialist (vs. boss, EB,AV,even GM)
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a single strong foe

    Controller/defender/corruptor.

    12. Large group stacking specialist
    While often diversity on a team often preferred, the more of this specific archetype primary and secondary, the better when fighting a large group

    Controller/defender/corruptor.
  3. Just don't get discouraged when it doesn't happen that fast all the time. It's not uncommon to go 10 or 15 runs with no purples at all.
  4. Quote:
    Originally Posted by Lord Mayhem View Post
    Can't speak for DA/ on Tankers though, but then I suspect any set without +HP (from Dull Pain or otherwise) is going to be slightly lacking on a Tanker.
    Actually DA is pretty decent on a tanker. Its biggest downfall is its endurance issues. It's not a broadly powerful as willpower or stone, since it does better against large groups of enemies than single tough ones, but I never had any problems tanking for a team of 8 with mine. It especially benefits from being paired with dark melee as a secondary, since it gets you another heal, less endurance problems, and to-hit debuffs. It benefits greatly from some positional defense as well. If you can get 25-30% you can handle pretty much anything the game can throw at you.
  5. Quote:
    Originally Posted by Prof_Backfire View Post
    Decreasing the power's recharge is basically the same thing.
    Well, other than the fact that you have to cast the power more often.
  6. Devices would be my first choice of a set to change. Gravity control would be a close second. Energy Aura would be up third.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    Let's look at your own choice of words.

    Original post -


    You make no mention of "Natural human control sets." Just "Natural sets." Again - only characters are given an origin. Powersets, for the very reason I mentioned, are not - and "Natural" is not listed as "natural human."

    Now this post:


    which, again, with that phrasing is patently false. A normal human can very well use their brain and skills to come up with means of controlling the environment. They may well be classified more as "tech" or 'science,' perhaps, but a normal human certainly could. In fact, we do *today,* with things like stun grenades, tear gas cannisters, caltrops, sonic (non lethal) weapons and the like.

    A "normal human controller" would be perfectly capable of using a suit, grenades, pre-programmed nanobots, hallucinogenic sprays or whatever rationale you want to come up with to be a "controller."
    You really like to nit-pick don't you.

    Sure, it's possible to come up with a concept that would let you define pretty much any powerset as 'natural' if you wanted to. But that doesn't change the fact that if you want to play a normal human character with no superpowers, some powersets fit that archetype better than others.

    You said yourself that most of the concepts of a non-superpowered human controller fit better into a tech or science origin (i.e. a normal dude using advanced technology). Wouldn't it be nice to have a control set that fit the 'just a normal guy' archetype without all that mental gymnastics?
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    You're assuming "Natural" = "Natural Human." This is an incorrect assumption. (see also "Peacebringer.")

    For instance, I have a Fire/Fire blaster (and her nemesis, a fire/fire Dominator) who are basically fire elementals. Controlling and projecting fire are as natural to them as breathing is to me. Similar explanations could be made for most powersets - thus why origin (natural) is tied to the character, NOT the powerset.
    That's a perfectly fine way to look at things. My point is though, if you do want to make a natural human character, then you have a lot more choices in certain powersets than in others, and if you want to make a normal human controller, you're pretty much screwed.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I'd be willing to take this suggestion more seriously if you can provide a definition for a "natural control powerset."
    "Natural Control Powerset" - One that could be realistically used by a normal, non-enhanced human being, and doesn't include any extremely unrealistic technology. I would picture it being something like traps, but with control powers rather than buff/debuff powers.

    Quote:
    Originally Posted by Arcanaville View Post
    Furthermore, your definition of a "natural scrapper secondary" appears to be "anything that isn't 'blatantly super'" which means you're specifically asking not just for more "natural" scrapper secondaries but rather for scrapper secondaries that cannot be easily conceptualized as "natural" by your definition. That isn't asking for more of something, but asking for less of something, and such suggestions tend to attract an extremely dim view, probably with some justification.
    I see where you're coming from. I don't necessarily think that more blatantly 'super' sets for scrappers is a bad idea though. Porting electrical melee and electrical armor to scrappers was a good start.
  10. firespray

    Toggle question

    Quote:
    Originally Posted by Dispari View Post
    Yeah, was going to explain this but here it is. Toggles and some clicks like this are "frontloaded" with a certain amount so that the first target gives a rather large boost, and each additional unit after that gives a smaller amount.

    So the first target will give you somewhere close to 19.38% damage because of the frontloading, while the next one will push it up to around 26.25%, which isn't anywhere near double. But that also means you get better performance than the number of targets warrants at low numbers of enemies.

    When the flicker occurs and you get the overlap, it effectively doubles the number of enemies in range for the buff, which doesn't affect the frontload amount. So it doesn't quite double.
    Okay, so every time it activates, it must check to see if there's already a copy of it active, and if so just add the number of targets to the total, rather than casting a whole second use of the power. Interesting.
  11. firespray

    Toggle question

    I've been playing a shield scrapper, and I monitor my damage bonus to try to get the most out of Against All Odds. I've noticed something odd about it though, and I can't figure out exactly what's going on.

    When I'm near enemies and getting a Damage Bonus from Against All Odds, the damage bonus changes. It will stay at a particular value for 3-4 seconds, then jump up to almost double that value for maybe half a second, then go back down to the previous value. I'm not sure why that particular behavior though.

    I know toggles work by applying a buff every few seconds with a duration as long as the period between buffs, i.e. a 10-second duration buff every 10 seconds. So at first I thought there might just be some overlap, and I'm basically getting it double stacked for a short amount of time, but the weird part is, the damage buff values aren't actually doubled, they're always just short of being doubled.

    Anyone got any explanation?
  12. I don't mind the costumes, but the powerset thing does bother me a little bit. Specifically 2 things.

    1. The majority of the new powersets released recently have been 'natural' feeling ones (willpower, dual blades, shields). The only non-natural ones we've gotten are pain domination and earth assault, one of which is for only a single AT, and one is for 2, compared to willpower which is for 4, dual blades for 4, and shields for 3.

    2. The 'natural' powersets are not spread evenly, instead they're concentrated far heavier in certain ATs than others. Look at heroes.

    Blaster: 2/9 primaries are 'natural', 1/6 secondaries is 'natural'

    Controller: 0/7 primaries are 'natural', 1/9 secondaries is 'natural'

    Defender: 2/10 primaries are 'natural', 2/9 secondaries is 'natural'

    Scrapper: 5/9 primaries are 'natural', 5/8 secondaries are 'natural' (I'm counting everything but dark armor, electric armor, and fiery aura, since they're the only blatantly 'super' secondaries).

    Tanker: 3/8 primaries are 'natural', 4/10 secondaries are 'natural'

    I'd really like to see this evened out more, with no more natural sets for scrappers and tankers, and a couple more in other areas, especially for controllers and blaster's secondaries.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm continually amazed at people's blinding ignorance in believing that it is. Does anyone actually try to verify their idle impressions in anything beyond SomethingAwful? I'm getting a little tired of the misconception that "furry" means some fat dude who likes to dress up like a mascot when that's actually a rather minute aspect of the whole thing.

    Antropomorphic animal costume parts are as essential to the game as tights and jeans, as comic books are riddled with ancient animal gods, animalistic aliens, inhuman monsters and so forth. Currently the only real non-human parts we have are all monstrous, and they don't have to be.
    I'm all for more/better animal body parts, it would be a very cool addition to the game.

    I'm against associating it with the term furry though.

    Regardless of whether it's true or not, when your average person hears the word 'furry' or 'furries', the first thing that jumps into their heads is 'a bunch of pervs who like to dress up in mascot suits to have sex'. It has nothing to do with the furry community, and everything to do with people's perceptions of the furry community. If you don't believe me, do a google image search for the term 'furries'. Half the pictures that come up are either overtly sexual or jokes about furry sex.

    And besides, I agree with whoever said it, that 'Call of the Wild' is a much cooler name for the pack.
  14. Quote:
    Originally Posted by Nihilii View Post
    I can't say I agree. You'd be hard pressed to find anything faster than a fire/shield for scrappers, although many waste part of the potential by skipping fire breath (to be fair, FSC + SC is already fast enough).

    If I recall correctly, your own fire scrapper is SR and built for AV soloing ? Without a damage aura (or AaO + SC) nor an epic AoE nor fire breath, I can see why it would seem lackluster. You'd rely on FSC as your sole source of AoE damage.
    Yes, my fire/SR is built for AV soloing and single target DPS.

    And it's not that fire melee is a terrible set for farming, it's just that there are a lot of other sets that are considerably better.
  15. Quote:
    Originally Posted by Weatherby Goode View Post
    My Thugs/Pain MM "Timeshare Larry" is my v-side marketeer. With a name and bio like this:

    How could he not be an ebil marketeer?




    But now to get back on topic.

    For heroes, any combination of Spines/ or Fire/ primaries with /Elec, /Fire, /Dark, or /WP would be good for Scrappers. Fire/Mental or Archery/Mental blaster are good too, but require more investment into survivability. Fire/Kin Controllers are the gold standard of farming.

    Villains do well with Fire/, SS/, or Claws/ brutes with /Fire, /WP, or /Fire. Thug and Bot masterminds are on the lower end of things, but offer a wide margin of error. Fire/Psi and Fire/Fire doms are decent, but largely overshadowed by the more survivable Brutes.
    Actually, fire scrappers don't make the greatest farmers. They don't have a ton of AoE. Electric looks like it would probably be a good farmer though, almost rivaling spines in terms of AoE damage. I think you could really power through stuff with an elec/shield scrapper.
  16. Quote:
    Originally Posted by trainway1 View Post
    How much money do you make by doing one farm?
    Well, my single-run total varies wildly, depending on the drops I get. If I get a really valuable purple, it can be as high as 200 million from a single run. it can also be as low as 2-3 million though. Over time it's averaged out to around 10-15 million per run.
  17. I submitted a petition and got back the standard 'elevated to a senior GM' reply, so we'll see what happens. I've got my fingers crossed.
  18. firespray

    Ninja Run

    I love the utility of the power, but I hate the way it looks. I do however, think the flips at the top of your jumps are awesome. I just bought the pack yesterday and the first thing I did was spend about 5 minutes doing backflips.
  19. I took part in the Hami raid on freedom last night. I participated for roughly 2 hours, and then my computer decided it was going to freeze about a minute and a half before we killed hami for the final time. I didn't get back in before he died, and I got nothing for my efforts. I sent a petition hoping that I could still get the merits somehow. Anyone know if this has any chance of working? Anyone tried it before?
  20. If you want to make serious money, there's two ways to go about it. You can play the markets, or you can farm.

    Playing the markets can be done by anyone. It takes a little while to learn, and it takes a little time, but once you figure out what you're doing, it's possible to make 20-30 million inf per day fairly easily. At that level, making money basically involves buying set pieces, crafting them, and then selling them for more than you have invested in them.

    As far as farming goes, there's a good bit of variety there too. Fire/kin controllers, Archery/mental blasters, and spines/xxx scrappers (where xxx is usually either willpower, fiery aura, dark armor, or electric armor) are the most popular builds heroside. Superstrength/willpower brutes, superstregnth/fire brutes, and fire/mm doms are the most popular builds villainside.

    Personally, I've farmed with a ss/wp redside, and a fire/kin and spines/fire blueside, and the fire/kin is the fastest and safest farm build I've played.

    Good missions for farming with a hero are Maria Jenkins's warrior earth mission (actually she has a couple, try to get the one with the AV in it, it makes it harder to accidentally finish), A couple of Unai Kemen's council missions, and for spines/fire there's a demon farm, but I'm not sure who gives it (Harvey Maylor maybe?). For villains, by far the most popular farm mission is the liberate tv farm given by television. It's a very long map, and you'll be fighting nemesis, so it takes a little more skill than fighting warriors, but it's pretty much the best villains can get.
  21. firespray

    Hami Raid

    Go ahead and sign me up. I can definitely make saturday, probably friday too. I plan to bring my fire/sr scrapper napalm firestorm but could bring other characters if we're short on something.
  22. Quote:
    Originally Posted by Blpup View Post
    New PvP foes
    I suggest that Tyrant and all the other Praetorian AV's spawn in pvp zones. Meaning that the Praetorians are already starting to take over CoX. And they give a new set of pvp badges for both sides and both sides are able to kill them. So heroes and villians can team up or kill each other.
    Meh, it's certainly not going to get me to try PvP again. I'd rather they spent time on something else.

    Quote:
    Originally Posted by Blpup View Post
    Origins? Useless!
    I suggest we do something with the origins because they are completely useless at lvl 40+. I suggest that if you choose one for instance magic you can either use a wand or your hands and access to more magic costume peices. Give players a reason to choose a origin. Not like well time to make another mutant.
    Meh again. It would be nice if origin meant a little more, but I don't think it'll ever happen, it was tried in the CoH alpha, but led to too much min-maxing. Making special costume pieces limited to a certain origin would make people upset that they couldn't get them for every origin.

    Quote:
    Originally Posted by Blpup View Post
    Costume Peices...Oh my!
    I suggest new costume peices overall. To little costume peices and if you have been playing as long as i have it all when you look at the variety of costume peices we have it feels like i already used them all/cant create what i really want. So maybe more armors or hairs and maybe intoduce face customization.
    I like the idea of more costume pieces, and I wish they'd quit making us pay extra for all the good ones.

    Quote:
    Originally Posted by Blpup View Post
    Why have i felt like i used this before?
    You know what im talking about. Powers! We need a new sets of powers. I know theres dual pistols and demon summoning coming with the GR expansion but how long will those 2 keep the hype? Theres been numerious threads about new weapons sythe's and stuff. But my real question is why dont we have nun chucks or bo staffs. We use to have a Sidekick system but we never had the most common Sidekick weapons! So basicly need more power sets. I dont speak for everyone but im getting bored with the current ones
    They are making new powersets, just not the ones you want them to make. Personally, I'm ecstatic about demon summoning and dual pistols coming up. I do wish they'd hurry up with the power proliferation though, and quit dragging it out so long.

    Quote:
    Originally Posted by Blpup View Post
    Zones...
    Alot of ppl suggestion new zones for villain side but imo i think villains has a nice amount of zones but my only issue is the starting zones for vills its like the biggest map in the world and the ferry is on the other side of the map.
    And i suggest make hero zones more accessable tbh its kinda confuseing with the. i need to go to this map to enter this map so i can get here.
    I'd like to see a couple more zones for villains (for a total of at least 2 zones per level range) and I'd like to see some of the hero zones revamped the way faultline was.

    Quote:
    Originally Posted by Blpup View Post
    I FINALLY GOT 1!!!!
    You know. PvP recipes the most hardest thing in the game to find even when you kill 150+ ppl(rep vaild) you still dont find 1. I suggest to make the drop rate higher. Cause im tired of killing armys of heroes and not finding 1. I get more salvage than recipes.
    Nope, they're supposed to be rare.

    Quote:
    Originally Posted by Blpup View Post
    Super Speed
    Yes another Super speed suggestion. but this one is diffrent from running up walls. Im talking about walking on water! In all the hero moves ppl with super speed dont sink like a rock but instead they walk on water. So why cant we?
    This has been requested over and over, BABs has come out and said it's not as easy as it sounds.

    Quote:
    Originally Posted by Blpup View Post
    Walking
    Yes walking. We jog all the time we must have like 2000 pecks. walking will probley help the RP community. So they can just take a nice walk instead of it looking like your running as fast as possible to save someone in distress.
    Pointless, I'd rather they spent their time on other things.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Enough with this unlockable crap, please. Pardon my word choice, but it's really starting to drive me up the wall. Unless you want to enable costume unlocks to be account-wide, then the LESS unlockable weapons we have, the better.

    Now, the "more weapons" sentiment I can very much echo. Please, please give us more weapons. But actually GIVE us the weapons, don't slap them on some level 35+ content or behind a terrible grind.
    This, a thousand times. My katana scrapper is driving me nuts waiting til 35 when I can get the talsorian blade. I hate unlockable crap.
  24. Quote:
    Originally Posted by Rajani Isa View Post
    Of course, one of the biggest benefits of the proc over tradition endurance recovery is the fact it's a +End, not +Recovery, proc, which can help if you get nailed by sappers and other -Recovery.
    Keep in mind there's a downside too though. Proc firing is random, and you may end up running dry of endurance if you go through a long dry spell.