mauk2

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  1. Quote:
    Originally Posted by Energizing_Ion View Post
    Yeah but that was kind of my point...I know of a way to "be active" according to the game without actually being there....

    Heck farming badges required some of that (back before the badge reqs were "nerfed" ). Just have a program that clicks on a certain power every 1-10 seconds and wa-la, you're "active."

    *shrugs*

    Thanks though for responding Just don't see an issue with this issue for the most part.
    Erm....

    I'm pretty sure using third-party programs to play the game is pretty solid banning territory. But maybe I'm wrong?

    Regardless, I sure as hell ain't gonna do it.
  2. Quote:
    Originally Posted by recalx View Post
    1. afaik, regen detargets. you're dumb. do your research.
    It does? If that's the case, how did I get my fusion generator, using my ancient katana/regen as the poor victim?


    Quote:
    2. thanks, i eagerly await the chance to buy glad javs for 750M off the market.
    Nah, I'm a packrat. Anything I get, I'm keepin'.

    Hell, I might have to start another base!
  3. mauk2

    C'mon Newb!

    My most vivid newb moment.....


    Waaaay back in the day, I was tooling around Talos on my absolute favorite toon, a bs/inv scrapper. (That was a hot ticket early on.)

    I ran around a corner on the way to a mission....and ran headlong into a pack of things out of a damn nightmare. Rularuu was invading, I learned later.

    First, WTF are these huge creepy things!

    Second, eh, I'm on my best toon! Attack!

    Third, FACEPLANT.

    Yeah, they were blues and greens, too. (sigh)
  4. Quote:
    Originally Posted by Hyperstrike View Post
    Yep. You can get reward merits. For which you still need piles of Inf to convert to AMs. If you're one of these people with a WW hate-on, this helps you not at all.

    Oh, no, inf is not an issue with me.



    Quote:
    Hey, at least the PVP stuff is being used for SOMETHING, rather than standing empty 24x7x365. Right?
    Fine.

    Ya know, screw it. I'll be proudly firing up my afk farmers today. I'm simply performing a service for the masses, right?

    Granted, I'm a rank amateur compared to the serious afk'rs, but gimme a few days to register eight more accounts and level up a regen mule on each one.....

    I have seen the light! Thank you all for your contributions.
  5. Quote:
    Originally Posted by Aura_Familia View Post
    Seeing as how pvp is in a sad state complaining about AFK farming is the least of things wrong with pvp.
    Indeed, this may be the case, but I do not give a rats backside about pvp. I find the 'community' of pvp'rs to be mostly vile individuals I'd one-star and happily place on ignore.

    Sorry. Maybe my experience with those gracious folks has been bad. A run of bad apples, as it were.

    What I DO care about, is the fact that the play mode which gives the greatest rewards to players is to grab a bunch of free accounts and then use one pay farm account to run what is essential a bot swarm.

    This is appallingly bad game design, and is easily fixed. I feel the Dev's made a stupendously bad decision by making the PVP sets in the first place. You can't bribe people to enjoy vile company. All the PVP sets do is encourage the very worst sort of exploitation.

    According to Hyperstrike, it's all balanced on Time versus Reward, after all. If people are using AFK farming to 'play' for 100+ hours per day, SOMETHING IS FREAKIN' WRONG.
  6. Quote:
    Originally Posted by Siolfir View Post
    I want Fiery Aura, too. Fiery Embrace + Assassin's Strike... mmm. After all, fire is sneaky!

    Ditch Fire Breath for AS and the damage aura for Hide.
    Daaaaamn......

    I can't even keep a fire/fire scrapper alive, but this would be...intriguing.
  7. Quote:
    Originally Posted by Aura_Familia View Post
    Except they are playing the game. They are just using their second account.
    ...really.

    You're really not grasping the whole "Away From Keyboard' thing here, are you? The whole point of the AFK farm is that you set it up and then it runs automatically. The player then goes away and does something else, while his toons happily auto-slay and auto-rez, with nary a human interaction in sight.

    That's not 'playing the game' that's bots farming the most valuable stuff.



    Quote:
    Also soon A-Merits are earnable via reward merits, which will soon be earnable by simply buying superpacks. In other words PVP IOs will become earnable with real cash money.
    Really?! I did not know that.

    So, since I have a good income in Real Life, I can simply crush everyone else by throwing cash at the issue, and you will, of course, consider that perfectly fair play.

    Good to know. (Pulls out debit card and waits patiently.)

    Quote:
    Not seeing the issue here as the majority pvp IOs haven't been gotten via pvp since they came out.
    You know, I'd wager that at least 75 percent of all pvp hours spent on the game right now are bots auto-killing each other.

    A sad state, that is.
  8. Quote:
    Originally Posted by Vox Populi View Post
    Here's a bit of expensive slotting I like on my Tank:

    Invincibility: Luck of the Gambler (Def), Luck of the Gambler (Def/+Rech), Shield Wall (Def/End), Shield Wall (Def)
    Tough Hide: Luck of the Gambler (Def), Luck of the Gambler (Def/+Rech), Shield Wall (Def), Shield Wall (+3% Res)

    On top of the powers themselves, that combo gives you 15% Recharge, 40% Regen, and +3% Resistance.
    Pretty nice, but I always go for three cytoskeletons in Invincibility. Call me old fashioned.
  9. Quote:
    Originally Posted by Energizing_Ion View Post
    PvP farming doesn't affect me so...*shrugs*


    *although I did do a bit of "PvP Arena farming" against my 2nd acct before that got fixed....stupidly sold my pvp recipes that I got right then instead of holding off and getting more for them *

    Don't have any pvp recipes in any of my toons; don't pvp (anything more than 5 mins at the most in 1 month that is)....so... meh

    Edit:


    And I can't wait for when (and if) the devs fix AFK pvp farming and then we'll have all the cries about them fixing it (it will be a "nerf" though ).


    I'm curious how would you solve the issue? Make self-rez powers not work in pvp areas? Can't use awakens? Can't use rez's at all in pvp zones (except for taking the hospital of course)?


    Probably the simplest is to allow inactivity logoff when on an oro tf. But I'll leave the exact mechanism to the dev's, it's what they're paid to do.
  10. Quote:
    Originally Posted by Finduilas View Post
    What 'spot' are you referring to in this context? Because really all we're talking about is raising your non-S/L resists from around 30% to 33%. (or 33% to 36% if you opt for the Cardiac Core Paragon)

    I just don't see how 33% is so much better than 30% that it's worth spending all that influence on.
    Yeah, but 53 percent is waaaay better than 30 percent. (Rumor is, the incoming Might of the Tanker proc can stack to 20.1 percent resist all.)

    Then pop a barrier atop all THAT, and I'm thinking that's a lot of reallly nice numbers for a realllly long time.

    And then there's the Wedding Ring.....
  11. Quote:
    Originally Posted by Scientist View Post
    I found while leveling my Fire tank, before I could start building for things like set IO defense, that just taking Tough/Weave along with Combat Jumping for the extra bit of defense made a big difference in survivability tanking for teams. I wouldn't necessarily suggest running at +4 difficulty, but frankly thats risky with any tank on PUGs (dedicated sgs/groups of friends are another matter, of course). That plus a well slotted Healing Flames and judicious use of insps meant very rarely dying.

    If you are in the 30s, and have the Inf, slotting Kinetic Combats for smash/lethal defense is good. Since they cap at 35 there is no reason to wait till 50, and they will stack with Weave and Combat Jumping. Similarly, if you have the Inf, feel free to put a few LotGs into Weave and Combat Jumping, as it will help even more with Healing Flames.

    Finally, if it doesn't hurt your concept and you are willing to make the effort, you can get more survivability by going redside for the Ghost Widow patron arc and get Darkest Night. The -tohit/-damage acts like more defense and resist for you AND the rest of the team, and keeps bosses and AVs aggroed on you. AVs resist the -tohit but NOT the -damage. Toggle debuffs work great when you have mezz protection, they were balanced for squishies who would lose them when mezzed.
    Yeah, I've been thinking about a third fire tanker, aiming at a super-tough build, that would use the DN toggle as an extra boost.

    If you're only looking at survivability, it's a hella good option.

    I'm also looking at the new tanker-specific IO set. The +resist proc is putting up some EXTREMELY attractive resistance numbers, I must say.
  12. Quote:
    Originally Posted by Aura_Familia View Post
    Pretty much this. Stop complaining about pvp IO farming.

    If people didn't you'd never see most of the most popular pvp IOs on the markets, for any price. EVER.

    True, but only because the market caps at 2 billion. Most sales happen in off-market channels.

    Also, as I suggested, have the PVP IO's available via other tracks: Increase supply.

    Last, I have several PVP IO's, despite the fact that I neither PVP nor actively farm them. Alignment Merits For The Win!

    It is nonsensical that the best way to amass in-game resources is to NOT play the game. How does that make ANY kind of sense? Change the code so AFK farming doesn't work any more, and increase supplies of PVP drops via other channels.
  13. Quote:
    Originally Posted by EnigmaBlack View Post
    I'd rather run Shard TFs back to back then PvP as the extremely rare chance for a drop AND the timer all but makes PvPing a waste of time, unless you're sleeping...


    Note the caveat: UNLESS you're sleeping. The whole point of AFK farms is that you do them while you're Away From Keyboard, doing whatever the hell you wanna do.

    Let's take Hyperstrike's assertion at face value: Time vs Reward.

    Does the Time portion of that merely equate to time logged in? Or time actually spent participating in the the content?

    Because an AFK farmer with eleven accounts, (like the giggle-monkey trolling upthread) can be effectively 'playing' for upwards of a hundred hours per day, according to the 'time versus rewards' metric.

    Does that make any damn sense at all?

    And to make this even MORE insane, the AFK farmer is piling up that hundred hours a day of EXTREMELY profitable activity with ZERO invested effort, no use of the provided content, and while paying the Dev's only one subscription fee. (Assuming I understand how this works, I am not an AFK farmer, so I might misunderstand the exact mechanics.)

    I'm sorry, but in my view this is utterly unbalanced no matter how you slice it. YMMV.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Technically, Mauk, the afk farmer runs the risk of being killed. I mean, he is in a pvp zone and there are only so many places to hide. If all the pvp zones simply had enough traffic, afk farms would die out.
    Of course, to both your assertions.

    But ganking an afk farmer costs him nothing but a nights production on one server. The next night, as he's logging off, he just sets up again. He's not even THERE, he doesn't CARE if you break up his farm for a few nights. Are you going to dedicate yourself to scourging the servers for these hacks? For how long? They'll just out-last you, as you would be exerting FAR more effort than they are.

    And yes, if there was more pvp, the supply of IO's would increase. But it takes HOURS of PVP time to generate a drop. Do you grasp how much pvp play would be required to equal the IO throughput of a few hundred afk farmers?
  15. Quote:
    Originally Posted by Slazenger View Post
    A bit off topic, but can I use this system as a means to get my PvP Rep badges, I hate PvP and my server doesn't really do it, so would this system be a nice way around it?
    Indeed, this is exactly why I know about this AFK farming. I wanted my fancy fusion generator for my base, and I dislike PVP.

    So, I read up how to run an AFK farm. I ran it for a few days, overnight of course.

    When I had my shiny fusion doohickey, I started to dismantle the farm, and checked the recipes on my killer.

    I had about...5 billion worth in there? FOR DOING NOTHING.

    How does this equate to a reasonable risk vs reward in any way, shape or form?

    Full Disclosure:

    I do not dislike farming. When I'm in the mood for some carnage, I'll slaughter thousands for funsies, PL mah shiny new toons, and roll tix like a gambler in Vegas.

    I am not poor. I market in a desultory fashion, and bank a hundred million or so most days.

    I have anything in-game that I want. I have hero merits out the wazoo. I have several PVP IO's on toons, have more in storage, and have the resources to buy another half dozen or more anytime I want.


    What I object to is this: All games generate rewards based upon risk versus reward. Hami-o's, for example, require you to complete a significant feat to gain. This is as it should be.

    AFK PVP farming entails zero risk. It requires zero time at the keyboard. After you do the set up (which is not difficult) it requires zero effort. And it is by FAR the most profitable activity in the game.

    PVP IO's should drop in iTrials, (as should Hami-O's), and should be accessible via other methods. (I leave it as an exercise to the reader exactly what methods should be available. I'd suggest they be gainable as new accolade rewards. IE, run all six phalanx tf's the first time, you get the shiny badge. Each time after that, you get a PVP IO.)

    The merit prices for PVP's should be adjusted to be in-line with the Unique sets, and the Unique sets should be lowered in cost.

    And AFK farming should be disabled. Because the risk versus reward of that activity is WAY out of whack with everything else in the game.

    My two cents. Good discussion so far!
  16. Okay, I understand the reasoning behind MARTy.

    The game is susceptible to buff stacking until it's broken. I get that.

    But the AFK PVP IO farming?

    That Is Utterly Egregious. (Look up the damn word if you have to.)

    People are making STUPID levels of rewards, WHILE THEY ARE ASLEEP. The most profitable way TO PLAY YOUR GAME, is to do it while you're sleeping.


    Really Dev's? Is this the play style you WANT to promote?

    DO SOMETHING.
  17. Quote:
    Originally Posted by Johnny_Butane View Post
    I disagree.

    If anything, I proves my point about Tankers.

    "Sure, give them 20% res to everything. It's not like they're going to do anything serious, they're already nigh unkillable. They're not suddenly going to start soloing Hamidon with it."

    Look, ATOs are probably something most people will only do for their most important characters and their mains. My main Tank doesn't get killed by anything that's affected by damage resistance anyways, and besides he gets capped resistance to everything but Psi with Unstoppable already.

    The procs for Brutes, Scrappers and Stalkers help them out considerably regardless of build or power set combo, so I consider the Tanker proc the lame duck of the bunch. You're going to get a lot less out of it depending on your primary, and that's bogus IMO.

    And don't drag thematics into it. Even Controllers got a damage proc and they're not about damage either. They're even less about damage than Tankers, they don't have a damage primary or secondary.

    I see it as Tankers being told, yet again, "here's your shiny beads and $24, GTF back in your place".

    I'm not surprised because we've known about this proc since last summer, but I am sure still not impressed by it regardless of the numbers.


    .
    Welll.... I dunno.

    I just got the crap kicked outta me on my favorite invuln tank on the MoM. (Boy, wasn't THAT fun. )

    An extra 20 percent +res would help.....

    Well, except, against psi. FFFFFfffuuuuuu.......

    Okay, how about tankers get a default 1 percent resists versus everything? Give this proc something to build off of....
  18. Quote:
    Originally Posted by _Pine_ View Post
    I dont see that at all mauk2.
    Really?

    Not ten minutes ago, on Infinity, I was involved in a MoM nightmare farm. (I know a lot of badgers.)

    I brought my inv/ax tanker. This is my favorite toon: If it is possible to do, I have done it on this toon. It is my in-game namesake.

    I died, over, and over again. I was pulling my hair out. I literally CANNOT make this toon any tougher. If I can, I don't know how.

    I LOVE this toon, but I have to face facts. It's frankly obsolete. And that makes me deeply sad.

    Have YOU tried to run a MoM on a super-built invuln tanker lately? Maybe I just suck, after all. 8|
  19. In the tanker suggestions thread, it's been mentioned how rare +hp buffs are in play.

    In Sonic Resonance, would suggest to add a modest hit point buff to both Sonic Barrier and Sonic Haven. This would be thematically appropriate, and give Sonics in general a 'unique thing' compared to colds and force's.

    Say, ten percent, each? It would be a noticeable and useful boost.
  20. Quote:
    Originally Posted by Deus_Otiosus View Post
    If you want a "tough" build that you could put together very cheaply, you could do Katana, Titan Weapons or Broad Sword with either Invuln or WP.



    You won't necessarily be softcapped to all types, but neither Invuln nor WP require being softcapped to be fairly tough overall.
    This. This is very good advice.

    A bs/inv was one of my first toons, pre-I1, and would still be one of my favorites if "Jack's Nerf-pocalypse" hadn't driven me to delete it in a rage before I quit for two years.

    If you're looking for economical and durable, BS/Invuln is hard to beat.

    And yes, katana will do the same thing, but BS is the one I played....



    Here: I went and took 20 minutes to toss something together. You can get everything on here for dirt cheap, or hero merits.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gettin Medieval: Level 50 Natural Brute
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(33)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(40), GA-3defTpProc(42)
    Level 2: Slice -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(3), Oblit-Dmg(5), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(33)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(34)
    Level 6: Dull Pain -- H'zdH-Heal(A), H'zdH-Heal/Rchg(11), H'zdH-Heal/EndRdx/Rchg(11), H'zdH-Heal/EndRdx(34), Dct'dW-Heal/Rchg(40)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 10: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(15), T'Death-Dmg/EndRdx/Rchg(33)
    Level 12: Boxing -- Empty(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 18: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-EndRdx/Rchg(40)
    Level 20: Whirling Sword -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Acc/EndRdx(21), M'Strk-Dmg/Rchg(23), M'Strk-Dmg/EndRdx(23), M'Strk-Acc/Dmg(39)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(29), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), AdjTgt-ToHit/EndRdx(48)
    Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 32: Head Splitter -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39)
    Level 35: Tough Hide -- S'dpty-Def(A), S'dpty-Def/EndRdx(36), S'dpty-Def/Rchg(43)
    Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Superior Conditioning -- P'Shift-End%(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  21. mauk2

    Claws/Invuln

    Quote:
    Originally Posted by Gobbledygook View Post
    Yeah, thats how I have my claws/sr scrapper built, but he's mostly used for AV soloing.


    So, with the new Alphas out there, which would you suggest? I have Cardiac on my ss/inv brute.
    On a claw/inv (specifically, my build above) it's spiritual all the way.

    On a claw/inv brute, on a good build, all you care about is Dull Pain and Spin/followup. Everything else is gravy.

    Spiritual boosts both of those in many ways, and is, in my opinion, the best choice by a wide margin.
  22. Quote:
    Originally Posted by Broken_Wings View Post
    Hey guys.

    I've been in a medieval mood lately and feel an urge to make a knight themed character and while I do enjoy making concept characters like this I also like to make sure my future characters will be a fun playing experience and a good helpful character for teams.

    How would BS/SD compare to the popular power setups?
    BS/SD is a superb combo, easily in the top five scrapper combos.

    My top five, in no order:

    a) Claws/invuln
    b) Electric/Shield
    c) Katana/Willpower
    d) Dark Melee/Invuln
    e) Broadsword/Shield

    This leaves out the elec/elec I love so much, but the bad guys running drops it's solo play too far.

    And yes, shield is on there twice, because it's STILL so good it's broken. Invuln is on there twice because, on a scrapper, I just like being tough, and invuln can cap your hitpoints.

    Play notes:

    Claws/inv loves a crowd, and can handle +2x8 easily on most factions.
    Elec/shield is a fantastic 'melee nuke' machine. Learn to time your attacks to buildup.
    Katana/willpower is a smooth leveling experience and can peak very high.
    Dark Melee/invuln lacks AOE damage, but is superb ST. Solo on +4x3.
    BS/shield: Thrives on crowds. 1x8 is nearly ideal to cap your AAO bonus. Use SC for the knockdown. The damage is just an awesome bonus.

    You have chosen well, young scrapper. Go forth and SCRAP.
  23. Quote:
    Originally Posted by _Pine_ View Post
    I do have to say that in I-trial stuff, which it seems the developers are wanting to push, a Tank is actually helpful, not just a brute or scrapper sit-in.
    The only issue with this line of thought is:

    Holes.

    I have a VERY tooled up stone tanker. When I pop into Granite, I should be nigh-unkillable, right?

    Except for the giant mag stuns and massive psi damage of the iTrials. Many times, I have been killed stone dead (get it?) right through what should be some of the best defenses in the game, far beyond what anybody else can achieve without buffs. (Like those are hard to find.)

    Or how about the unresistable 'screw you tankers' damage? Thank you, Praetor Keyes.

    Or the Death Patches mechanic, which is actually skewed AGAINST Tankers, because we lack significant ranged attacks and our melee attacks tend to be slower animating than other meleers.

    Or...well. I think you get the point.

    If the Dev's are going to kill Tankers through holes in our defenses, then on the iTrials we are EXACTLY as fragile as any other AT.

    And we do way less damage for the privelege.

    Wow, I feel special.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    Each iteration of it is 5% res to all. It stacks up to three times. 3x5=15%.
    Enhancing it with a Catalyst makes it 3x6.7=20.1%

    If this makes it live, it's quite awesome.


    Also, as I recall, this can go into an AOE attack, yes? Does it proc per target?
  25. mauk2

    Why no Claws?

    Quote:
    Originally Posted by New Dawn View Post
    So that there are no Catgurls doing a Tanks job.
    (shakes fist)

    DAMN THOSE CATGURLS!