SR scrappers and incarnate trials


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Posted

Quote:
Originally Posted by ArcticFahx View Post
They do? My MA/Regen has no real problems (except when I just came back 6 months ago and my timing was completely off). The only defense she has is MoG and a 2.5% to all positional bonus from the full set of Gaussian's in FA (which was put in for the regen bonus, the need for end reduction, and the proc). And she's not even built for recharge, but for massive amounts of passive regen. Ended up tanking Rommie as the only non-squishy on the team. Died a few times, but no more than usual, and usually only when I jumped headfirst into a mob expecting something to recharge faster than it did.
OK, I understand that you were specifically replying to "I dare you to take a... regen based scrapper - build for zero defense... and then take it on the ITF". So what you said was definitely relevant. You basically did that, and had, well, some problems, but apparently nothing worse than what you're used to.

But to be blunt, your build's survivability sucks. Fortunately you're either an AMAZING player, or you had a big supply of purple inspirations (i.e., defense) or your team made up for your shortfall. But none of that means that your BUILD has any survivability, or disproves how important defense is to improving survivability. You'd probably do MUCH better with a decent build.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by Werner View Post
OK, I understand that you were specifically replying to "I dare you to take a... regen based scrapper - build for zero defense... and then take it on the ITF". So what you said was definitely relevant. You basically did that, and had, well, some problems, but apparently nothing worse than what you're used to.

But to be blunt, your build's survivability sucks. Fortunately you're either an AMAZING player, or you had a big supply of purple inspirations (i.e., defense) or your team made up for your shortfall. But none of that means that your BUILD has any survivability, or disproves how important defense is to improving survivability. You'd probably do MUCH better with a decent build.
Dude, the build I have is from before GR. I know my build sucks, and I'm working on a rebuild for recharge/def instead. I just have like zero time to do so because I'm at school where it's a pain to actually get on CoH to make inf to buy the new sets I need.


And re: Deus_Otiosus, you only said "take on an ITF". You never said jack-**** about soloing it, so quit moving the goalposts.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by ArcticFahx View Post
And re: Deus_Otiosus, you only said "take on an ITF". You never said jack-**** about soloing it, so quit moving the goalposts.
The soloing part is not a requirement, it was a statement to the fact that you most likely had massive assistance in the way of +DEF buffs or -To Hit debuffs from your allies.


And here is what I, originally, said:

Quote:
Originally Posted by Deus_Otiosus
Have you ever noticed that resistance and regen need to build for defense if they want survivability?

I dare you to take a resistance or regen based scrapper - build for zero defense (that includes no katana/BS) and then take it on the ITF and see how much fun that is.
And then you stated how you didn't build for defense, and consequently died a few times even with 7 people who at least some of which were likely buffers/debuffers on your team.

In which case, you actually proved my point.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
The soloing part is not a requirement, it was a statement to the fact that you most likely had massive assistance in the way of +DEF buffs or -To Hit debuffs from your allies.


And here is what I, originally, said:



And then you stated how you didn't build for defense, and consequently died a few times even with 7 people who were most likely buffers/debuffers on your team.

In which case, you actually proved my point.
I died a few times when I jumped the gun. In other words, player error (my own) killed me, not lack of defense. You can get yourself killed exactly the same with defense builds, so no, I did not prove your point. Nice try.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Well, the post disappeared, but I wrote a reply, and it kind of stands on its own. The basic meat of the comment as I understood it is that +defense isn't the only way to build a good Scrapper. So...

Look, yes, there can be multiple ways to build a survivable Scrapper. Taking a Regen scrapper with zero defense and low recharge is not one of those ways. The MOST survivable Scrappers tend to have soft-capped defense PLUS good resistance and high healing/regeneration. It usually takes all three to pull off something really impressive, though in some cases you get enough out of the other two legs that resistance can be pretty low (though it won't be as good as something with higher resistance, of course). So in the sense that perhaps we focus too much on the defense leg, you may be right. In the sense that we can ignore the defense leg and still somehow have a highly-survivable Scrapper, that's very much not right.

And yes, +def or even survivability is far from the only way to build a Scrapper. You can make a high damage output Scrapper at the cost of survivability. However, lots of us make high damage output scrappers WITH high survivability, so the two can coexist. In regards to what people sacrifice for +def builds, it's true, for instance, that my Katana/Dark uses the two-Divine Avalanche chain, and thus is stuck around 175 DPS (I19). If I built for pure recharge and used the top end chain, I'd pull maybe 250 DPS (again, I19). I'd also be stuck fighting much easier enemies or relying on my team due to my lack of survivability.

Quote:
Originally Posted by ArcticFahx View Post
Dude, the build I have is from before GR. I know my build sucks, and I'm working on a rebuild for recharge/def instead. I just have like zero time to do so because I'm at school where it's a pain to actually get on CoH to make inf to buy the new sets I need.
OK, I'm sorry then. As I said, your point of "I did the ITF with exactly what you said, and didn't have the problems you suggested I would have" is quite relevant, and a reasonable response.

I just thought you were implying the further point that building that way was just as good as the defense/recharge alternative. That's not what you were implying, so I apologize for my reaction. I just didn't want people to be misled, and start thinking, "Oh, then I should build my Regen for passive regeneration. These guys that think defense is important are obviously wrong."


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by ArcticFahx View Post
I died a few times when I jumped the gun. In other words, player error (my own) killed me, not lack of defense. You can get yourself killed exactly the same with defense builds, so no, I did not prove your point. Nice try.
So you didn't have people buffing your defense or resistance? Because if you were actually doing all this without any defense (even from buffers and/or purples), then that is a VERY interesting fact. One I'd want to explore. I'd then be very curious about your build. I'd want to see how you were doing it, or if it was all down to a level of player skill that I simply don't possess. (I don't claim to be a great player.)

But if you DID have buffers and purples taking your defense up to high levels, and you were fairly survivable as a result, I don't know that that proves the defense point, but it IS a data point for that side of the argument.

I suspect we can't really know the answer here, though. Chances are that if you don't build for defense, you don't monitor your defense, and don't know how much you're getting from the team. But if you do know, I'd like to know.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Actually, it was almost all blasters, a sonic defender, and an empath who (in a move that makes great sense) hit the blasters with fort rather than me. So the only buffs on me were sonic shields, occasionally inside the big bubble, and RAs. There may have been 2 leaderships, but even then, the two maneuvers would only up me to 10%-ish. Which was quickly negated by a single Roman.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by ArcticFahx View Post
Actually, it was almost all blasters, a sonic defender, and an empath who (in a move that makes great sense) hit the blasters with fort rather than me. So the only buffs on me were sonic shields, occasionally inside the big bubble, and RAs. There may have been 2 leaderships, but even then, the two maneuvers would only up me to 10%-ish. Which was quickly negated by a single Roman.
Hmmm, I'm really not familiar with the various defenders. Well, Liquefy looks like a big -ToHit, but it's on a big recharge, so certainly wasn't permanent. You get a bunch of resistance, but I wouldn't think it would make enough difference. I'm sure the heals added up, but in my mind wouldn't make up for being at 10% defense if you really weren't getting fortitude buffs. I guess I'm pretty impressed.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Werner it was me who pulled the post, because it was a gripe and didn't really add to the discussion. It was more me venting about a personal peeve I have.

My /ElecA scrapper is not build for +def, yet he is often still standing when the SR and Shield scrappers around me are on the ground. Perhaps it is my tactic, my survivability increases because the mobs I am fighting never have any end. Maybe it is because all but one (toxic) resists are over 59% (energy is over 75%), maybe I am just a better player than the ones who fall. The incarnate system just makes me even better at my method of survival by giving me even more ways to keep mob end at 0.

I am not discounting the method of +def, but there seems to be the general thinking on these boards that you should sacrifice anything and everything to hit the soft cap. To me it is like trying to take a plow horse, and turn it into a race horse. Those who don't want to build that way end up getting insulted by someone.

Some +def is great, no doubt, but at the cost of Regen on a Regen? I am just not seeing it, and doubt I ever will. On SR and Shield I think it is awesome, because +def is their design focus. It seems to me the sets will work better when building to strengths, and not trying to make up for a perceived weakness.

I think my larger issue is the insults (which may be a misinterpretation on my part) that seem to end up directed at non +def builds. Shoot, I haven't posted a build here in over 2 years because of it. There are times when the numbers don't always match reality, and I grant that may be because of the "player skill" variable.


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Posted

Quote:
Originally Posted by Werner View Post
Hmmm, I'm really not familiar with the various defenders. Well, Liquefy looks like a big -ToHit, but it's on a big recharge, so certainly wasn't permanent. You get a bunch of resistance, but I wouldn't think it would make enough difference. I'm sure the heals added up, but in my mind wouldn't make up for being at 10% defense if you really weren't getting fortitude buffs. I guess I'm pretty impressed.
It was mostly the mass murder that helped a lot.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by Zyphoid View Post
Werner it was me who pulled the post, because it was a gripe and didn't really add to the discussion. It was more me venting about a personal peeve I have.
Eh, you have reason to vent. I was just totally an *** to someone refuting a point he didn't even make, and while I think that sort of insulting tone is rare on these boards, I'm sure it happens a lot more than we'd like to think.

"Sacrifice anything and everything to hit the soft cap," is often bad advice. It's often GOOD advice too, but certainly not always, and particularly on a low budget with a secondary that doesn't have much defense to start with. If you don't know what you're doing, you'll probably create a horrible mess following this standard advice. Even if you do know what you're doing, you're going to be making some big compromises. Some of us understand and accept those compromises. But it doesn't mean were strictly right in any sense, even if our builds might be more survivable as a result of those compromises. Our builds will have other problems, problems that many other people might consider unacceptable. Desmodos, for instance, a huge expert in Dark Armor, would probably HATE my Katana/Dark Armor's build.

Our mathematical models that say "defense is king" also tend to ignore some very important factors, such as your ability to drain all the endurance of what you're fighting, and thus drastically reduce the rate of incoming damage. I know I don't account for that in my own survivability models. That's just something I'd keep in mind when interpreting the resulting numbers, "Well, sure, it SAYS the survivability is only 1/2 this alternative, but I also know that after a brief period, I'm not going to be getting hit much because they'll have no endurance." This very prominently shows up as an issue with my handling of hit points, which the model values ONLY for their contribution to regeneration, even though they have much more value than that in terms of surviving the kind of spike damage that occurs when facing the kinds of tough enemies that I'm calculating survivability for.

Player skill I think definitely plays a factor. I'll guess that ArcticFahx is a better player than I am. I don't think I could have done an ITF only dying a few times with his build, even after I got back into the practice of Regen (I'm very out of practice).

I agree that we're taking a plow horse and turning it into a race horse. It's just my opinion that converted plow horses can make the best race horses. *chuckle*

But this I think deserves a more specific answer:

Quote:
Originally Posted by Zyphoid View Post
Some +def is great, no doubt, but at the cost of Regen on a Regen? I am just not seeing it, and doubt I ever will.
Quoting myself from another thread:

Quote:
Originally Posted by Werner View Post
As for why defense instead of healing, visualize your survivability as a rectangle. The width is your damage mitgation - defense and resistance. The height is your damage recovery - regeneration and healing. The Regeneration secondary is SWIMMING in regeneration and healing, so your rectangle is very high. But it has very little defense or resistance, so your rectangle is very narrow. You'll get a much bigger rectangle if you work on increasing its width than if you continue to increase its height. Recharge is a different animal. You have both damage mitigation clicks (Moment of Glory, Shadow Meld) and damage recovery clicks (Reconstruction, Dull Pain, Instant Healing). So improving recharge is giving you BOTH more height and more width to your rectangle, which is the perfect way to improve your survivability - as long as you're very on the ball with your click powers.
Now, yes, overly simplistic analogy is overly simplistic. But I think there's MUCH more than merely a kernel of truth in this case. I really do think this is a pretty accurate way of describing the basics of survivability and why we do what we do with Regens (primary focus on recharge, secondary focus on defense). Also, I'd always recommend Tough and Resilience on a Regen. You don't have to slot Resilience, but I'd slot and use Tough. On most Regen builds I'd say that's more important than Weave.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I have to admit Werner that after that post my respect for you went up many notches. I really don't disagree with anything you just said, and that includes the treatment Regen gets. Regen did what it was suppose to do, and the devs gutted it, a work around had to be found.

Thank you for the very thoughtful reply.


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Posted

Quote:
Originally Posted by ArcticFahx View Post
I died a few times when I jumped the gun. In other words, player error (my own) killed me, not lack of defense. You can get yourself killed exactly the same with defense builds, so no, I did not prove your point. Nice try.

Quote:
Originally Posted by ArcticFahx View Post
It was mostly the mass murder that helped a lot.
First you said your regen had no problems, and then you said it died a few times (which indicates problems, but whatever)

Then you said it was player error when you jumped the gun (defense would have provided a cushion here btw, to give you time while your powers recharge, i.e. your survivability increases).

Then you attribute your success to the Blasters killing stuff fast (makes sense, dead mobs don't fight back, it also means you probably weren't a main target of aggro, having no aggro aura and having a platoon of blasters letting loose).

I'm fine with all of these, it seems totally plausible.

It still doesn't change two things:

1) Building for defense is the best model available for survival.

2) Resistance and Regeneration DO NOT always get a free pass whenever the difficulty gets upped. (the original point I was refuting).

Maybe we're playing different games.

An ITF finished in over 30 minutes is an embarrassment to me, 1 death from an unlucky RNG moment is all I will accept.

If any finished build, Scrapper or Brute, of mine were to die multiple times on an ITF under any circumstances my first act is to re-evaluate the Character and re-build it from the ground up - This is an extreme position, you may feel free to mock it.


If you really did complete an ITF in like 30 minutes with no defense and nothing but blasters - well kudos to you and you have my apologies.

It Still doesn't invalidate what we know about defense, and the survivability you gain by building for it (because your story is an anecdote).


Quote:
Originally Posted by Zyphoid View Post
I am not discounting the method of +def, but there seems to be the general thinking on these boards that you should sacrifice anything and everything to hit the soft cap.
No one has ever really said that, not in this thread and not in general.

I've "tanked" the LRSF on a non-softcapped WP Brute. I understand what can be done even if you are not softcapped, this is not what I have been stressing.


 

Posted

Quote:
No one has ever really said that, not in this thread and not in general.
I have seen it in multiple build threads over the past two weeks, and not just for Regen. As I stated before I can see that Regen need something to make it work again.

Quote:
I've "tanked" the LRSF on a non-softcapped WP Brute. I understand what can be done even if you are not softcapped, this is not what I have been stressing.
Then I have been misunderstanding what you are stressing, and I would like to more clearly see what you are stressing.

As for the rest of your post, yes I do think the position you take is a bit extreme. If you find that fun though, then more power to you. Death at lvl 50 is another badge.

Now I like not dieing as much as any scrapper. I love to see others eat floor while I am still standing, I just see more than one way of achieving that. My point is that there is no one way that is above and beyond the best way in a game with as many variables as this game has. There are just so many things to be taken into account when survivability is the goal.

I am at a point with my main (KM/EleA) where I only die if I am goofing off (chatting is the usual culprit), or get family agro. I promise a 3yo can kill a toon faster than any AV in the game. It seems like people come here, and the only build advice given is "more def!" I have also already admitted that may be a misconception on my part.

To go with my Horse example earlier. +Def has become a box, and people are not wanting to think outside that box. I like what is outside that box, it makes me different. It makes it even more exciting for me when I live through what is considered unconventional building. Now, that may be as extreme a position as yours is about the ITF death rate.


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Posted

Quote:
Originally Posted by Deus_Otiosus View Post
1) Building for defense is the best model available for survival.

2) Resistance and Regeneration DO NOT always get a free pass whenever the difficulty gets upped. (the original point I was refuting).
I think more to the point of the thread (and to the original complaint that started this off-shoot discussion about DEF being unfairly penalized and/or too heavily emphasized by the player base), the Incarnate Trials specifically go after DEF, RES and Regen in different ways.

Regen debuffs appear to be rather plentiful. In Lambda, the Seers seem to have Drain Psyche, and the IDF mobs spawn Battle Orbs whose buffs can get out of hand if you allow too many of them to gather together. In BAF, the 9CUs (I think it's the 9CUs) have regen debuffs and they gain obscene amounts of +ToHit and +damage the longer they live. (I looked at my combat log at one point and saw that a 9CU was ToHit-capped against my Dominator when I was sitting on 100+% DEF.)

In addition to those things, we have the BAF turrets that ignore damage mitigation completely (both DEF and RES), and (to a much lesser extent) the artillery fire in Lambda that apparently does the same. Then we have the Blue Patches o' Doom in Apex, and heck (while we're at it), Hamidon has been ignoring mitigation pretty much since Issue 1, AFAIK.

And then, of course, all mobs in the Incarnate trials have an increased ToHit (64% versus 50% for basically all other content).

All of the above layer together to create a collection of encounters in which you cannot rely purely on passive (or if you prefer, numerical) mitigation of any kind. That is, I believe, both intentional and appropriate. The only problem (to the extent that there is one) is that the multitude of wildly disparate effects described above can and do affect people in different ways. For instance, some people were convinced that DEF is useless in Incarnate content after having fought (apparently) a few long-lived 9CUs, and/or having been tagged by BAF Turret fire.

Others get on a well-oiled team with copious DEF buffs and control and never see a problem (the 9CUs seem particularly to favor control effects, perhaps as a compensation of sorts for the control-immune prisoners in the same trial). The bottom line is that all mitigation is still helpful; you just have to know what you're up against and what to do about it.

Builds that start at the normal, 45% DEF soft cap are still much better off, all else being equal, than builds that start at very little DEF.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
I think more to the point of the thread (and to the original complaint that started this off-shoot discussion about DEF being unfairly penalized and/or too heavily emphasized by the player base), the Incarnate Trials specifically go after DEF, RES and Regen in different ways.
Yes, all three are pretty heavily attacked.


Quote:
Originally Posted by Obitus View Post
Regen debuffs appear to be rather plentiful. In Lambda, the Seers seem to have Drain Psyche, and the IDF mobs spawn Battle Orbs whose buffs can get out of hand if you allow too many of them to gather together. In BAF, the 9CUs (I think it's the 9CUs) have regen debuffs and they gain obscene amounts of +ToHit and +damage the longer they live. (I looked at my combat log at one point and saw that a 9CU was ToHit-capped against my Dominator when I was sitting on 100+% DEF.)
All accurate.


Quote:
Originally Posted by Obitus View Post
In addition to those things, we have the BAF turrets that ignore damage mitigation completely (both DEF and RES), and (to a much lesser extent) the artillery fire in Lambda that apparently does the same.
The BAF turrets can be completely avoided, and every Lambda I've been has been 16 people all assaulting a single turret at once, so again easily dealt with.



Quote:
Originally Posted by Obitus View Post
All of the above layer together to create a collection of encounters in which you cannot rely purely on passive (or if you prefer, numerical) mitigation of any kind. That is, I believe, both intentional and appropriate. The only problem (to the extent that there is one) is that the multitude of wildly disparate effects described above can and do affect people in different ways. For instance, some people were convinced that DEF is useless in Incarnate content after having fought (apparently) a few long-lived 9CUs, and/or having been tagged by BAF Turret fire.

Others get on a well-oiled team with copious DEF buffs and control and never see a problem (the 9CUs seem particularly to favor control effects, perhaps as a compensation of sorts for the control-immune prisoners in the same trial). The bottom line is that all mitigation is still helpful; you just have to know what you're up against and what to do about it.

Builds that start at the normal, 45% DEF soft cap are still much better off, all else being equal, than builds that start at very little DEF.

I'll also add that Destiny is a complete game changer.

Several people can stagger their Barriers, Rebirth is a completely boss heal and +HP or +regen.

My WP Brute was struggling on the first Lambda runs as entire teams were being slaughtered by the mobs in the Warehouse & Lab - Now being effectively L53 with T3 Barrier from Destiny, SoW & Demonic* - I can juggle all three and run through this Trial with only a touch more caution than my usual LGTF/LRSF/ITF Runs.

The Incarnate powers are game changing, the pain people feeling now in these trials will diminish as more and more people start packing the Destiny line and are effectively L53.



*For fun, I'm also adding Void Core Final Judgement for 30s of -50 damage debuff in a 50ft radius to 32 Targets - Unreal, and I can stack this with Darkest Night to boot? <3 The Devs.


 

Posted

Quote:
The Incarnate powers are game changing,
QFT

I may not agree with everything, but this is an absolute.


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Posted

Defense on top of things is just that much better...

My Regeners will be just fine.... Barrier->SM->MoG.... Yeah I think Regens are fine


 

Posted

Quote:
Originally Posted by Werner View Post
As for why defense instead of healing, visualize your survivability as a rectangle. The width is your damage mitgation - defense and resistance. The height is your damage recovery - regeneration and healing. The Regeneration secondary is SWIMMING in regeneration and healing, so your rectangle is very high. But it has very little defense or resistance, so your rectangle is very narrow. You'll get a much bigger rectangle if you work on increasing its width than if you continue to increase its height. Recharge is a different animal. You have both damage mitigation clicks (Moment of Glory, Shadow Meld) and damage recovery clicks (Reconstruction, Dull Pain, Instant Healing). So improving recharge is giving you BOTH more height and more width to your rectangle, which is the perfect way to improve your survivability - as long as you're very on the ball with your click powers.
I'm visualizing this in my head and thinking about each Scrapper I have built and going "...what's his Triangle look like?"

I think this would be an awesome (and mostly out of interest in comparability to other builds, sets, etc., and above all creating a visual symbolism that represents [your] survivability). Plug in some data that flips into a triangle graph that says "I am this survivable." Would just be awesomely fun.

I do think, to add as an addendum to my random post as an unbiased */SR, I've felt no qualm with the new trials and the "new soft cap", but I gotta say seeing Marauder surrounded by 15-20 Orbs makes my heart sink somewhere between "Rage Quit" and "Super Depression: Character Delete". I try a Lambda a day with a team of 6-8 and fly through the whole thing with nearly no penalty. Get to the end and if we're not dropping bombs on him and his goon squad immediately, the Adds get out of control and I've not seen pretty much anything stand in that wake for long before it gets to be demoralizing enough to surrender.

But this is WAI, and I'm cool with that. About time something couldn't be steam rolled in 29 seconds.


Quote:
Originally Posted by Arcanaville
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Posted

Quote:
Originally Posted by John_Printemps View Post
I'm visualizing this in my head and thinking about each Scrapper I have built and going "...what's his Triangle look like?"

I think this would be an awesome (and mostly out of interest in comparability to other builds, sets, etc., and above all creating a visual symbolism that represents [your] survivability). Plug in some data that flips into a triangle graph that says "I am this survivable." Would just be awesomely fun.

I do think, to add as an addendum to my random post as an unbiased */SR, I've felt no qualm with the new trials and the "new soft cap", but I gotta say seeing Marauder surrounded by 15-20 Orbs makes my heart sink somewhere between "Rage Quit" and "Super Depression: Character Delete". I try a Lambda a day with a team of 6-8 and fly through the whole thing with nearly no penalty. Get to the end and if we're not dropping bombs on him and his goon squad immediately, the Adds get out of control and I've not seen pretty much anything stand in that wake for long before it gets to be demoralizing enough to surrender.

But this is WAI, and I'm cool with that. About time something couldn't be steam rolled in 29 seconds.

Stick with it.

The Destiny & Judgement lines will provide.


 

Posted

I have been running the trials non-stop in the evening, and so far I've only done them extensively on two characters: a DM/Regen and a DB/Regen. The first is my main badger, and the second is the closest thing I have to a farmer, who I use to mow down large spawns of regular content foes rapidly (though at significant self risk).

Both have positional defense in the range of 35/25/20 melee/ranged/AoE. Both have on the order of 65% global recharge before Hasten. The DM/Regen has Shadow Meld, the DB/Regen has no epic pool, but more powers devoted to about 3% more defense to all positions.

I have been running the trials with a core of veteran players who make a CoH career of speed running content. Most of us now have multiple Very Rare incarnates on at least one character. Our teams already consisted of well-IO'd characters liberally slathered with ally buffs, so we were rather well positioned to take the new trials on head-on, and we did well right out of the gate. With more experience (and of course more Incarnate powers) at our disposal, we're only doing better with time.

Personally, I find that Regen is very forgiving in the trials, with the caveat that has always been Regen's most visible Achilles' heel: burst damage. Naturally, burst damage is present in abundance with supercharged, over-level AVs featured prominantly in all the new Incarnate/Praetorean content. Bosses with Energy Melee or Dual Blades (plus criticals) mean death is waiting for the unlucky around every bend. But Regen's strength has long been that what doesn't kill you suddenly often doesn't kill you at all, and I find this works well for how I play in the trials.

I haven't really had any problems with this new content on my Scrappers. Part of that is me, part of that is my builds, and part of that is who I play with. So far, though, all has been well.

Edit: My DM/Regen is going for survival overload: Barrier and the debuffing Void, with (currently) the Core Reactive Interface. My DB/Regen is going for a more offensive mix: Barrier and Core Pyronic with Radial Reactive Interface.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by DrGamma View Post

Done it a few times with my Claws/Regen Scrapper and it was fun. I think I always got lucky with good PUGs, though, so that helped.

I usually fall two or three times on average per run when I get careless, but promptly revive, MoG and keep kicking a**.
That compared to a well built defense based toon that can basically run wild fighting whatever it wants with or without team support through the duration of the task force with no deaths... Thank you... you've illustrated the counterpoint to your argment. Added defense is how you build any toon for survivability in this game... not just defense based toons.

Saying defense toons are hurt more by adding +tohit to enemy groups is really lacking soem perspective. Which is better:

1. Going from dieing in 10 seconds to dieing in 8 seconds.

Or

2. Going from not dieing at all, to dieing in 60 seconds.

Relatively speaking, option 1 is better... but the option 2 people aren't exactly the group to be complaining.

Sorry... but I've tried really hard for a few years now to find a resistance/regen/heal based toon I like, and I just can't do it.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.