Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Haijinx
Members-
Posts
4696 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Haijinx
-
Skip leadership Too many damn people have leadership Everyone is a prima donna
-
Energy melee revert energy transfer to pre-issue 13
Haijinx replied to Voltor's topic in Suggestions & Feedback
Just put it BACK on test and let the Testers see how "OP" it supposedly is. -
Solo play you could run though. People don't run away enough.
-
Hmm. Interesting .. Sad how it is now though.
-
Why would there be a wipe with a larger cap? In my line of thinking the fact Tankers can hold so many Mobs in aggro is one way where COH is too safe. I'd like the mob to decide to go for an easy target every now and then. ===== Id like Tankers to be able to PULL 50 Mobs. Preferably not on purpose. But only Hold Aggro on like 17 ... THEN there would be wipes. ===== I'd like the mobs that are in LOS standing 50 meters away not just to stand there while you are beating up all their friends. I'd like mobs to be able to hear/call buddies from a reasonable distance. I'd like them to set up huge ambushes when you get off the elevator. "Sam called and Some idiots are coming up! Get ready boys ..." I'd like 4 person teams to require at least one Tanker/Brute/Controller or Dominator to handle Aggro I'd like 8 person teams to need TWO of the above plus at least 2 support (secondaries ok)
-
I think it was supposed to be Evade Stats. Also the Elude effect I'm speculating he is saying there is some sort of Defense version of Damage Scale. So that scrappers get less out of capped defense than Brutes and Tankers do. So implying some sort of fractional multiplier I guess. Not actually a bad idea game design wise. I'd be surprised if it hadn't been used somewhere. Just I never heard of it in COH ..
-
That is what they are asking you to explain. Since no one is aware of this mechanic? I do know it exists for Damage scale. And that is how it works there. But beyond that I have never heard of what it is you refer. Not saying its impossible. Just seems like no one else knows what you mean?
-
There is no Way EA is all that easy to kill. My EA Stalker can single handedly stand off Seafood Ambushes in the ITF, charge ahead of the team against almost any opponent with no fear. Rularurus can be troublesome, and I occasionally I might need to kill psi users first. But I can usually just charge off way ahead of Tanks and Brutes and just dive into spawns without even looking at my Green and Blue bars. I don't even have the Stun Aura so that's not the difference. Can count my deaths one one hand with missing fingers and that Stalker is vet level 25 or something.
-
What about clicking Energize before the Drain? Then you should get an END discount as well? I use overload to mule a LOTG but I imagine it would work.
-
Ice Armor slows opponents That's part of how it mitigates incoming damage It will get attacked less often than other armor types
-
Stalkers do lose Rib Cracker though, which is a sweet looking animation after all. Would make a great alt animation for the Assassin's Blow .. just saying. But you are right. I have a STJ Scrapper and a STJ Stalker at 50, there is no comparison. The Stalker is superior. Since its a better build-up X all the build-ups Stalkers get.
-
Okay I actually thought this was the other what is the place of Scrappers thread. looking over the thread now .. First off - the focus of this thing is FARMING? Huh? Yes Scrappers are not the greatest Farming AT. Scrappers aren't the greatest anything AT, they are generalists. On the stealth undocumented Super Secret Squirrel Nerf => Uhm. Extraordinary Claims require Evidence. And even if they were nerfed way way back before AE came out? How does that change anything about Scrappers in the last say .. IDK .. 5 years? (10 years? ) Interesting Note .. Farming isn't even the best way to make Influence. Even before it was "nerfed" Scrappers are just as good as Brutes and Tankers at the fastest way to make money.
-
Did I find her? Is this Mace/Bio the character I've been seeking?
Haijinx replied to Bill Z Bubba's topic in Scrapper
Why not try the opposite .. Bio/Mace Tanker. The tanker should be survivable enough. -
It does not have one in the scrapper version. And SR has no AOE debuff or anything else ... So for scrappers your point does apply.
-
What is the aoe stun aura in Dark called? You could also put a chance to stun in Dark consumption .. Get ball lightning add another one .. Go vigilante for the AOE fear power .. Dark seems like you could make it controllery if you wanted too, I guess. I mean not something a self respecting scrapper would do .. but .. some tools are there. Dark/Electric vigilante tanktroller fearing and stunning everyone.
-
Even with the old numbers Evasion worked okay if you were the only one with a taunt aura in the mix. Scrappers and brutes and some squishier tankers though could strip aggro off you. There was this Stone armor tanker that must have died 10 times on a Synapse TF I ran with Sovera on my SR Tanker Starmist. Nobody else was dying. Stone is crap at low levels IME.
-
It used to be a lower mag. This was changed with the tank buff. Its now the same as the others. Invincibility has no debuff either and its long been considered the gold standard.
-
That particular bit was an "outside of survival" bit. Basically given that all Armor Primaries on Tankers provide enough protection that with IOs they will be in a fairly good place .. what else have they done for me lately? I think its a good point since the end goal is total performance. Fire being able to drop down a Burn patch, or Shield rolling around with a big +Dmg Boost and a in-set Nuke are definitely considerations. Including survival in the mix, you do have a few advantages over many armors, with a couple of disadvantages Advantages Click Mezz protection that stacks and also works exactly like a Break Free The massive DDR you mentioned. Decent mobility gained due to quickness. Ease of reaching Incarnate Softcap. All of these combine to make you almost immune to Status effects in a practical sense Disadvantages Resistances are lower than basically every other armor set. (Outside of Scaling) Lacks a Self Heal. Terrorize weakness combined with some of those autohit fear attacks (A lot of sets have this problem, and they are rare). Has a mostly useless T9 (A lot of sets have this problem). Of note is the investment in making SR nigh unkillable is a lot lower than many Armor sets Though it never gets as nigh unkillable as say .. a high end Invul
-
For melee damage I think that Stalkers and scrappers seem roughly equal now. As long as you pick a reasonable AOE set stalker. Brutes are a bit behind. Pretty far behind if they aren't tanking to get fury up, and the team lacks +dmg buffs to get the brute rolling. Those cases where the brute gets buffed past a scrappers damage don't happen in most teams.
-
This is a reasonable point What SR provides kind of sums up to 20% recharge boost More slots than other sets (since SR takes few) Probably the best exemplar set It does not have Any End tools Any added damage powers or attacks No special synergy (like the Invul Guasians idea)
-
How dare we have extra enemies to fight making there be some tiny risk to this game.
-
If you get tough in your teens and plug the two +3% def IO uniques you can Softcap by 20.
-
Super Reflexes works just fine on a Tanker War Mace > Axe
-
It starts at 3% from what I can tell.
-
Yes, the irony of click mezz protection on defense sets ..