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Stormwalker

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Posts posted by Stormwalker

  1. 6 minutes ago, Bill Z Bubba said:

     

    I don't know what the hell this means. I'm not allowed weave or CJ or maneuvers? Why are you allowed pool powers if I'm not? I can be on now. Fire up and IDF mission. Just logged on.

     

    I still struggle to understand why anyone would build any scrapper (regardless of secondary) with the intent of fighting +4/x8 anything without taking Weave and either Hover or CJ.  I've always considered those mandatory.

  2. I have to admit, I am starting to seriously regret making my Dual Blades/Willpower a Willpower and not an SR.  I knew when I made her she should have been SR.  But I didn't want to level another SR just yet after finishing Kitten, so I went with WP, and now that I am level 40 and fighting Malta and Knives of Artemis I am regretting that decision.

     

    Why, oh, why, does Hover not make us immune to freakin' caltrops (I have to admit, I had forgotten about this fact)?  I miss the slow resistance on Quickness so very much.  For that matter, I miss the movement speed on Quickness, because Seladri is a hoverscrapper and the extra movement speed really helps.  On top of that, I hate the realization that the best attack chain for DB (which requires an absurd amount of recharge) is probably impossible for me because I don't have any recharge boost in my secondary.  Even if it is possible, I certainly won't be able to afford a build with that much recharge in it anytime soon.

     

    Mamas, don't let your babies grow up to be Willpower...  (I jest, in part.  She's quite strong, as long as I avoid the Sappers.  Just not quite as strong or as fun as she would have been if I had made her /SR like I knew I should have).

  3. 11 hours ago, Bill Z Bubba said:

    ALL scrappers should get the same taunt aura as brutes. Full stop. The dev decision otherwise is based on a crap decision.

     

    Edit: I didn't used to care. But since the changes THEY made, runners are now a ridiculous and aggravating issue.

     

    Yeah, I think the moment that really drove home how ridiculous this is was having the Kronos Class Titan (the one in-mission, not the Giant Monster one) run from me.  That is not a thing that should happen.

    • Thumbs Up 2
  4. So, I haven't done a new Willpower scrapper build since Live and I don't really remember how to properly optimize (or at least, optimize within concept, which is what I tend to do) one.  So, I put this together for my DB/WP and if someone could give me some advice on how I might improve it, I'd be appreciative.

     

    Attack chain in use is Blinding Feint -> Attack Vitals.  Typhoon's Edge is just there to give me another AoE to throw out when I need one.  One Thousand Cuts might be better, but I hate the animation so unless it's vastly better, I'll stick with Typhoon's Edge.

     

    For some reason, Mids persists as showing this as a level 49 build.  I don't know why.

     

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Seladri: Level 49 Technology Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- Acc-I(A)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(3), GldArm-3defTpProc(3), StdPrt-ResDam/Def+(7)
    Level 2: Ablating Strike -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(7), Hct-Dam%(9), AchHee-ResDeb%(9)
    Level 4: Fast Healing -- Heal-I(A), Heal-I(11)
    Level 6: Fly -- Flight-I(A)
    Level 8: Blinding Feint -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(15), SprScrStr-Rchg/+Crit(15)
    Level 10: Indomitable Will -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-Def/EndRdx(17), RedFrt-Def/EndRdx/Rchg(49)
    Level 12: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(23)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 16: Rise to the Challenge -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(25), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(27), DctWnd-Heal(27), DctWnd-Rchg(29)
    Level 18: Vengeful Slice -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(29), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(31), SprCrtStr-Rchg/+50% Crit(33)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(33)
    Level 22: Hover -- DefBuff-I(A)
    Level 24: Kick -- Acc-I(A)
    Level 26: Sweeping Strike -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(36), ScrDrv-Dam%(36)
    Level 28: Heightened Senses -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(46)
    Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-EndRdx/Rchg(48)
    Level 32: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(42), ShlWal-EndRdx/Rchg(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-Def(43), ShlWal-ResDam/Re TP(48)
    Level 35: Typhoon's Edge -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(40), ScrDrv-Dam%(40)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Strength of Will -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(45)
    Level 44: Physical Perfection -- Mrc-Rcvry+(A), Mrc-Heal(45), Prv-Absorb%(46), Prv-Heal(46)
    Level 47: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(47), AdjTrg-ToHit/Rchg(47), AdjTrg-ToHit/EndRdx/Rchg(48)
    Level 49: Evasive Maneuvers -- Flight-I(A)
    Level 1: Critical Hit 
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Swift -- Flight-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(34)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(33)
    Level 6: Afterburner 
    Level 50: Musculature Core Paragon 
    ------------

  5. Ok, so I thought I was done on this subject, but I have one more thing to say.

     

    On live, I had multiple level 50 scrappers.  I had a Claws/SR (who I have now re-made on HC and have been running Incarnate arcs at +2/x8 and her build isn't even close finished yet because I can't afford the purple sets she needs, mostly because i keep having her send all her inf to my alts!), I had a Katana/Regen, I had a Kinetic Melee/Willpower, I had a Dark Melee/Dark Armor.  I also had an Energy/Energy blaster, an Energy Melee/Invlunerability Brute, and a Super Strength/Invlunerability Brute.

     

    The only two of those characters who EVER had survivability issues were the Blaster, and the Katana/Regen.  Incidentally, the Katana/Regen's survivability improved vastly after I respec'd her into Shadowmeld.  The Blaster... well, she's a Blaster.  Though honestly she was pretty tough until she got mezzed and Temp. Invlunerability and Tough dropped.  And could be briefly invincible with Force of Nature.

     

    At level 50, in a real build (i.e. one where you make reasonable pool and IO choices to shore up the weaknesses of your set and amplify its strengths), the Claws/SR was by FAR the most capable of those scrappers.  The Dark/Dark was probably similarly survivable (which is to say, neither of them ever died unless I did something completely reckless or stupid), but Dark Melee just couldn't touch Claws in the damage output department.

     

    On HC, currently, I now have the following scrappers:

    Kitten America - 50 Claws/SR (aforementioned)

    Seladri - 40 Dual Blades/Willpower

    Stardriver - 36 Energy Melee/Energy Aura

    Star Charger - 16 Broadsword/Shield

    Bladewhisper - 12 Katana/Regeneration

    Sword of the Stars - 10 Katana/Willpower

    The Smokemeister - 8 Dark Melee/Dark Armor

    Nanodrive - 8 Street Justice/Willpower

    Patriot Dream - 7 Martial Arts/Willpower

    Bladescream - 5 Broadsword/Regeneration

    Shadow Ruby - 5 Dark Melee/Regeneration

     

    I also have an SS/Invuln Tanker, an EM/Inv Brute, and a Fire/Fire Brute, all less than level 10 currently.  (EDIT: I forgot, I also have a 25 Psionic Melee/Willpower Brute!)

     

    As you can see, I play all the sets (or, at least, all the older ones).  You might ask why I have so many regenners when I insist the set is underpowered?  That would be because they are all re-creations of old characters from CoH Live.   In fact, my Street Justice/WP was originally an MA/Regen on live, also.   You might ask why I only have one SR in spite of my profession that it's one of the best sets?  Because, as I have already admitted, SR is a pain to level until you get to 35 because of the lack of AoE defense (and I am totally on board with rearranging the powers to fix that, as I have already said).  It's also partially because SR lacks a taunt aura which can make dealing with runners at high level very frustrating (but isn't so much a problem for the one SR I have because Claws has excellent tools for this in Focus and Shockwave).  Note that I would be entirely in favor of adding a Taunt Aura to scrapper SR, but this isn't even one of the points you raised in your post.

     

    That said, you'll still notice my SR was the first (and so far my only) to 50, getting there, what... two weeks after I made my initial "Hi, I'm new to Homecoming, need advice" post on this forum?  And there was no powerleveling involved.  I leveled Kitten America purely solo, 1-50, yes I used double XP, but no amplifiers, doing story arcs.  Someone gave me 100 million inf to help me get started, which enabled me to invest in some good IO's when I was in the mid-20's... most of that money went into Performance Shifters, a Steadfast Protection +3% def, and 5 LotG +recharges.  The Steadfast Protection and the Performance Shifters are IO's I slot on all my scrappers and so are pretty representative of a standard build.  The LotG +recharges offer almost no benefit to SR, those were purely to enable me to use the best possible Claws attack chain.  Everything else she has, she funded herself and in fact she has also been handing off inf to all my other characters along the way.

     

    She's freakin' invincible.  She died a few times on the way to 35, due to a combination of inexperience on my part (because I've been away from CoH since it shut down way back when) and the lack of AoE defense problem.   Not many, though.  She was running at +1/x5 by the time I got to level 40.  I increased it to +2/x5 when I unlocked my Alpha slot, and +2/x8 when I unlocked the remaining slots.  Dying was never a problem, nor was it frustrating.  The only thing that was frustrating was having to Rest a lot before I got the Performance Shifters, but that is a problem on every armor set except Regen (which is about the only advantage Regen has over the other sets; it gets QR absurdly early before it has any use for that much end so you can go completely berserk with your attack chain).  This, by the way, is what makes Regen feel kind of godlike at low-mid levels.  You have more Endurance than you know what to do with so you can go all-out on offense.  Which works pretty well until you get to higher level ranges where you actually NEED defenses to live.

     

    Now, my Regen?  Well, she's been having some minor issues.  Notably the lack of mez protection because Regen doesn't get mez protection until level 16, and you need it a lot sooner than that with these new story arcs that throw Skull bosses with Holds at you.  Back in the old days, this was never an issue because you almost never got mezzed prior to level 16, but that's no longer true, and it's a problem for Regen now.  Once she hits 16 I'm sure she'll be good to go, but I also know that she's going to start lagging behind the other sets in performance as she gets to higher levels, until she finally can take Darkness Mastery and pick up Shadowmeld which neatly patches some of Regen's holes (what's that?  A pool power that's needed to make a set work correctly?  Say it ain't so!)

     

    That said, other than this, yes, Regen is easy to level for the first 20-25 levels or so until the other sets start to come into their own.  This is because (and only because) it gets Quick Recovery at level 4, while every other armor struggles with endurance issues until they either get powers to address it (Dark Consumption, Energize, WP's QR at 20) or can slot SO/IO enhancements that offer better endurance reduction than is easily obtainable at low levels.  That said, once the other sets grow out of their endurance issues, they all leave Regen in the dust.  Well, except maybe scrapper Invuln.  I don't have an Invuln scrapper because my memory of Live tells me the set is no good without the higher resist caps of Brutes and Tankers, but having not played it at all recently I'm hesitant to speak with regard to it.

     

    Anyway, I've said all I'm going to say.  You can feel free to disagree with me if you want, but this is my experience and from what I read, it agrees with the experience of almost everyone else commenting in this thread.

     

    In summary:

    1). SR suffers below level 35 from a lack of AoE defense.  This should be fixed.

    2). Not having a taunt aura sucks with all the runners these days.  Scrapper SR should get one.

    3). SR is otherwise a very high-performing set in any reasonable build.

    4). In an optimized build, SR is third-best behind only Shield and Energy Aura among scrapper secondaries.

    5). Regen feels godlike at low-mid levels because it gets QR really early and thus has absurd Recovery and nothing to do with all that Endurance, enabling you to go ham with your attack chain when other sets can't.  As other sets come into their own, this advantage is nullified.

    6). Regen needs mez protection at level 10 like other sets.  Not having it in the new content sucks.

    7). At high level, Regen's survivability lags behind other sets to the point that a specific Epic Pool Power is needed to bring it even close to par.  No set should be this dependent on your choice of Epic Pool.  Epic Pools exist to round out your character, not patch major deficiencies in your secondary!

     

    Changes I would make to SR:

    1). Rearrange powers as BillZBubba has suggested so that AoE defense comes earlier.  I hate moving Quickness back because I love Quickness, but the price has to be paid somewhere and that's the most logical place.

    2). Add a taunt aura to one of the SR toggles.

     

    Changes I would make to Regen?  Yeah, there have been pages and pages of debate on that subject and I don't have time to weigh in on it right now.  Besides, it's off-topic.  I'd start with resistance to -recovery and -regen, though.

    • Like 1
    • Thanks 2
  6. 5 hours ago, Solarverse said:


    My suggestion for the time being, something that I myself practice, is that I only turn on the Lightsaber mod if you plan to play characters that have "lightsabers" and turn them off when not playing said characters. They are easily turned on and off using the COH Modder Tool.

    As far as extending these mods, I may consider it, but it will be a long while before I could do that since honestly, I just don't have the time any longer. I had chaos that took place in my life that changed a lot of things for me, divorce...fun stuff, law enforcement, EPO (against the wife, not me) and just utter chaos, and it all happened all at once. I could write a movie about it. I won't get in to details, all I can say is be VERY careful who you chose to let in to your life, you never know who that person truly is a lot of times until it is too late. Only people closest to me know the details of this, but suffice it to say, it changed a lot in my life so I just don't have the time right now to sit at the computer for long enough periods of time to create the mods that I used to have time to create. Life circumstances has changed, therefor life priorities have also changed. I even changed careers, but not due to the divorce, it was a choice made for better money with the ability to retire VERY early and live comfortable. However, this new job requires a LOT of my time sacrificed now, in order to live like a king in 9 years from now, at which point I will retire at 56 years of age. Although this new job was not due to the divorce, the job did become available right around the same time as the divorce. So the hours put in for that job plus the chaos of dealing with the divorce has simply put me in a small box as to how much time I can spend sitting at the computer, and what I do with that time.

    Now, if somebody else wants to take the sound files that I put together to make the Lightsaber mods and use those files to create a new mod for Claws and Broadsword, they absolutely have my blessing to do so. People you may ask to do this are some of the other Sound Modders that I have seen and respect would be @Lithobraker, @AboveTheChemist and @Zed. They produce some quality custom mods and I have full confidence that they could do a good job.

    Hope this info helps, if not, I will try and make the mods, but like I said, it's going to take a long while to get around to doing them.

     

    Wow.  My sympathies, that's quite a set of challenges to deal with.  Hope everything works out for you with the career change and the early retirement, though, sounds like a lot of sacrifice but hopefully will be worth it in the end.

     

    I could probably do the file swapping part of it myself, but I don't know how the hit sounds work so to speak; when an attack hits multitple times, is that all one sound file and timed to the animation, or does it play multiple sounds?  If it's one-sound-file-per-hit and so I can use the existing files and not have to do any actual sound editing, I can probably figure out how to do it myself from some of the posts on the forums.  If actual sound editing is involved and I can't just use the existing files, then that's beyond my skill.

  7. On 5/27/2022 at 7:32 PM, VJT said:

    I think they are supplying engines for Red Bull and Alpha

    Not any more.  Honda pulled out and sold their F1 program to Red Bull.  Red Bull and Alpha Tauri engines are now provided by "Red Bull Power Trains".

     

    It's definitely derived from the Honda engine they were running previously, though.

    • Thumbs Up 1
  8. On 3/25/2020 at 1:09 PM, Solarverse said:

     

     

    Seeing as this mod breaks sounds (replaces some, not others) for Claws and Broadsword, and there are energy blade options for both sets (which I happen to use), any chance of extending this mod to those sets?

     

    I admit to having an ulterior motive here - I have some sound sensitivity issues, and the lethal PBAoE's make me cringe anytime they go off hitting multiple targets because that loud and sharp sound gives me a headache.  While the lightsaber sound for DB's PBAoE is still loud (because of the way sounds for PBAoE's work), it isn't as... crunchy?  And it doesn't cause that reaction in me.

  9. On 5/28/2022 at 10:44 AM, BrandX said:

     

    The problem I see with this is, it's Katana relying on one power to be practically unkillable.  With that line of thought you got Broadsword, Titan Weapons and Staff Fighting to go right along with it.

     

    Not a glowing endorsement imo to say "Oh!  It's unkillable...when you pair it with high defense power"

     

    Yeah, I had a katana/regen on live.  She was... definitely not unkillable.  Though after I respec'd into Shadowmeld she became pretty survivable.  But that says more about Shadowmeld than it does about Regeneration.

    • Thumbs Up 1
  10. 4 minutes ago, ForeverLaxx said:

    That's because the audio for landing a hit plays from every enemy that's hit by the attack. The more enemies that the AoE hits, the louder it becomes. I don't think there's a way to fix that in-game, but you might able to edit the sound files and replace the sound with something less annoying than the default one. Beyond that, it comes down to whether the devs can code in something that mutes target hit audio if "too many" targets are hit at once.

     

    That's what I was afraid of.

     

    Right now I'm playing around with the lightsaber sound mod for dual blades, which helps some on my DB scrapper, because the hit sound is less "crunchy", so even though it's still a lot louder when I hit multiple targets, it doesn't seem to set off my sound sensitivity the same way.  Doesn't help me with other sets, though.

     

    I can solve the problem (at the cost of offensive performance) while soloing by simply not taking PBAoE powers, of course, but that doesn't help with the team problem.

  11. 4 hours ago, Snarky said:

    Yes.  You will need to search around in a few places but sooner or later you probably will find one of the many volume sliders built into the software/hardware for your setup.

     

    Did you actually read the post?  I've already set my sound effects volume down to 15%.  It doesn't solve the problem, because the problem isn't one of overall volume, it's that PBAoE's that hit multiple targets are several times louder than the sounds of my other powers.

  12. 20 minutes ago, Ignatz the Insane said:

    This is such a strange complaint.  Aren't most secondaries late bloomers on Scrappers?  

     

    SR is, in fact, particularly bad in this regard.  It can be a real slog to level.  Speaking as someone who just leveled a Claw/SR to 50 over the last couple of weeks.

     

    The payoff at the end is worth it, but I'd still be pretty happy if they rearranged the powers so the AoE defense comes a little earlier.

     

    Also, it can really suck if you have to exemp below 35 for any reason.

  13. 2 hours ago, Blackjoy said:

     

    But talk is talk....the Devs need to run the numbers.   Compare the secondaries and tell us where SR ends up when they rely only upon themselves.

     

     

    That isn't how we play the sets, though.  We pl;ay the sets complete with pool powers, and IO's, and all of that.  You don't balance in a vacuum, you balance based on the whole of the game and how things interact with each other.  If you don't do that, then when you add in those factors, things that seemed balanced by themselves suddenly become hideously over-or-underpowered.

     

    But I'm not going to argue with you anymore.  I disagree with almost everything you have said, and there's no point in going back and forth when we can't agree on the basic facts of the situation, because obviously we are going to draw different conclusions if we can't even agree on that much!  The only thing you've said that I agree with is that SR below 35 has problems, and there's a simple solution to that: rearrange the order of powers in SR so that you get your AoE defense at a reasonable level.

    • Thumbs Up 1
  14. For the longest time in CoH, I was never able to stay in a team more than about an hour, and I knew it was a problem with volume and sound sensitivity issues that I have, but I never realized exactly why it was until I was soloing some missions at +2/x5 on my Claw/SR scrapper and noticed that Spin was obnoxiously louder than all of my other powers anytime I hit more than three targets with it.  After doing some more testing with other characters, I've noticed this seems to be the case for ALL PBAoE powers (or at least, all the ones I was able to test).  It's like it's playing the hit sound for every target all at once, causing the volume to be multiplied as many times over as the number of targets you hit... which is way too much and gives me a headache after 10 or 15 minutes of playing high-spawn missions.  It's exasperating and takes away from the fun of some of my favorite characters.

     

    Is there any way, via client modification or whatever, to fix this?  I've turned my volume down to 15%; if I turn it down much lower than that, the other sounds in the game get way too quiet... but even at 15%, that sudden wham of a PBAoE hitting 10 targets is just way too much.

     

    If not, I may have to start doing builds that just don't have any PBAoE's, but that seriously cuts into the performance of a lot of sets!

  15. 32 minutes ago, Blackjoy said:

     

    SR isn't even in the galaxy of indestructible.  You seems to be confusing a build with Tough, Weave, and 100+ million in set IOs with SR.   Go start an SR at level 1 and tell me how comparatively indestructible the set its?   

     

     

     

    I've played a lot of scrappers, with a lot of different armor sets.  Also a few brutes.  Mostly on live, but I have a Claw/SR at 50 and well into Incarnate powers here on HC now, and my other scrappers are working their way up through the levels.

     

    I've yet to see one that performs to its potential without investment in pool powers and IO's to build on its strengths and shore up its weaknesses.

     

    Below level 35, SR has issues.  I'm certainly not going to dispute that.  But once you have all your powers and a reasonable build in place, SR is one of the strongest armor sets available to scrappers.

     

    If we're going to be talking about buffing an armor set, we should be looking at Regeneration (which is absolutely pathetic, and can't reach the survivability of other sets even WITH pool powers and heavy IO slotting) as opposed to SR (which is one of the best).

  16. I started to type up a long post about this, and then thought, "You know, I bet BillZBubba has probably already said everything that needs to be said on this subject.:"  So I looked down the thread, and sure enough, he nailed it.

     

    Change the SR power orders so you get AoE defense at a reasonable level, and leave everything else alone.

     

    An Elude fix would be nice, but honestly I think some of the other early T9's are worse off than Elude.  And I actually DO take Elude, though I mostly only use it when I get detoggled somehow (Sapper, etc.).  One of the beautiful things about SR is that detoggling doesn't kill your mez protection, so you can pop a blue, hit Elude, and finish off the spawn (then wait for the crash, retoggle, and resume).

  17. On 5/22/2022 at 11:27 PM, Doomguide2005 said:

      Continuing from my previous post

    • 9. You've got two sources of To Hit bonuses.  The first is, of course, Follow Up.  The catch-22 of this is of course is FU must hit to get the bonus.  The second is from using Combat Teleport.  Downside is this bonus lasts only 5 sec, upside is it's a very substantial boost especially if further enhanced.  
    • 10. As I believe @Without_Pausewas saying FU is a good place to put the Archtype Enhancement Superior Critical Strike in particular the +50% proc in the set.  Using the whole set or not depends on build goals you're after.
    • 11.   When I build my SR characters and in particular when I built my Main she has no set bonuses yielding defense with the exception of the 2 +3% defense uniques.  All her defenses are from powers.  This means I can spend my efforts gaining other set bonuses.  Broadly speaking this means either +max health and regen OR +global recharge.  
    • 12. You really want to focus your efforts on getting those +3% defense uniques.  Put another way it's 2 slots for +6% defense to all positions OR 6 powers 6-slotted to get more or less the same boost in defense as generally +defense to a single position is found in 6 slotting a set.  36 IOs or 2 IOs ... (so yes sell your neighbors house if needed 😜)
    • 13. Yes as said above 3 slots in PB is way overkill.  One is enough and I would use an Endred boosted to +5 as global recharge should see it come off cooldown before you need it again.  I can see using a single recharge if you need it because of exemplar work or while leveling --> maybe even 2 slots under those conditions but 3 is wastefully into ED territory.  As noted earlier slots are a precious resource.
    • 14. In general I'd aim for about 46 to 47% on your positional defense.  As long as your DDR is in the 95% range you'll rarely get significantly debuffed and be fine in 99.9% of this game.  Critters with +To Hit are the real threat.

     

    #9 here is why I went Body (well, part of why I went Body.  Physical Perfection is nice, too) and took Focused Accuracy on my Claw/SR.  It's probably overkill now that I have several +acc set bonuses, but I've also got plenty of recovery to run it and not worry about end, and Body also gives Conserve Power which is really handy to help keep from detoggling when that Sapper actually rolls his 5% hit chance.  Besides, as previously noted, there is a fair amount of room for pool powers in a Claws/SR build since you only need to take five attacks.

     

    #10 Also where I put it.  Seems to work very well with both the Follow-Up -> Focus -> Slash and Follow-Up -> Spin -> Shockwave chains.

     

    #13 I definitely agree.  I run one Recharge in PB and it's more than needed, to the point that I've considered swapping it out for an EndRed.  That said, I am running 5 LotG +rech and some other global recharge besides, but you shouldn't need more than two Recharge in it under any circumstances.

     

    #14 Yep.  Rularuu and DE Quartz emanators come to mind, but the one that always gets me is Nemesis.  Running large spawns it's really easy to accidentally kill a couple of lt's too quickly with Shockwave/Spin crits and suddenly you are in Vengeance Hell.  Even minions can be deadly when they have stacked to-hit buffs!

  18. 15 hours ago, Thrax said:

    Of the two, I much prefer shield. Gotta fit the shield in with the theme of toon or outfit if that matters though. Think you can minimize energy down a lot graphically if you want. I don’t remember though I deleted my energy aura toon. 

    This is exactly why I've never played Shield.  Though if the OP is looking at War Mace as a primary, fitting the shield in shouldn't be that difficult.

     

    I just have a hard time fitting a shield into a "superhero" concept.  Now, if there was a Shield Offense set, well, I'm sure we can think of at least one superheroic scrapper who uses it.  (Let's be honest.  I'm convinced the reason they started having Cap throw his shield is that he looked silly carrying a shield and punching people)

  19. 1 hour ago, Glacier Peak said:

    This is accurate. The opportunity cost has already been sunk by players who know how to achieve this market return rate. The assumption is that as players level up, they gain more understanding of the in game currency and how to earn it in the most optimal way. Thus once the opportunity cost is paid, (via time spent finding the most efficient way to make inf) it becomes trivial. But from a new player perspective who hasn't spent anything on that aforementioned opportunity cost, then absolutely, what you are saying is accurate.

    Yep.  And as I said, I'm not complaining.  I have no problem with the system the way it is.  But when I see someone say that anyone, regardless of playstyle or experience, shouldn't have problems with influence, I feel compelled to speak up and point out that isn't quite true.

     

    Most players won't have trouble with influence.  New players are likely to have some trouble with influence unless they are the sort that enjoys playing the market.  But learning to manage your influence is part of the game, so that's OK.  The only reason I speak up about it at all is that for a new player to see people say that "anyone should be able to have X and Y" can be a little demoralizing for new players who don't have that kind of resources yet, and make them feel like they're bad at the game when the reality is that they just still have a lot to learn and shouldn't expect to be wealthy right off the bat.

     

    It's not so much a problem for me since I'm a veteran of the original CoH and honestly, compared to original CoH, influence on HC is easier to come by... but someone who didn't play CoH before wouldn't instinctively understand that.

  20. 1 hour ago, SeraphimKensai said:

    It's entirely possible to make the influence cap on a toon that is lvl 1 without ever getting any xp at all while sitting in Wentworth's without any outside assistance.

    Sure it is, but that's time invested that could be better spent actually, y'know... arresting some criminals.

     

    Don't get me wrong, I'm not complaining.  I'm making enough inf to get by (and in the interest of full disclosure, since my previous post, someone gifted me with some starting capital, which was very kind of them, so I was able to get the most critical pieces of my build squared away).  All I'm saying is that one shouldn't pretend that for someone who is new to Homecoming that earning influence is trivial.  You either have to spend time playing the market and earning inf when you could be leveling up, or you have to earn that inf while you level up... at which point you'll definitely earn enough to get by (assuming you're doing story arcs or TF's, at least), but you won't be funding any exotic builds out of it.

     

  21. Speaking as a new player, I would say that once one actually has a 50, inf should typically cease to be a problem pretty quickly.

     

    Someone who plays lots of characters simultaneously (like me) while leveling instead of pushing one to 50 quickly could potentially have influence issues on multiple characters.

     

    Well, I should qualify that.  I'm not having any problems with any of my characters having enough inf to kit out with basic (non-set) IO's and I even have a Steadfast Protection res/def 3% on my Claw/SR scrapper at level 33.  But I'm not going to be kitting out in full set IO's anytime soon on the inf I can generate while leveling up.

     

    I certainly won't be slotting 4 Performance Shifters in Stamina yet, though I'm hoping to get one soon as I am definitely having some end issues on that character (SR toggles + combat jumping + tough + weave is kind of hard on end)..  Nothing I can't manage, but sometimes I get too scrapper-locked and forget to manage it and dropping one's toggles is never fun.  I got spoiled on Live by never having to rest, and I'm having to recalibrate my expectations due to not being rich yet.

     

    Not to mention needing some LotG +recharges to really make Claws work properly (though, even without them, my Claws/SR kills arrests much faster than my KM/WP does!)

    • Thumbs Up 2
  22. 5 minutes ago, PeregrineFalcon said:

    The Guide subforum has a ton of useful info. I hate to just point you to that and not answer your questions, but there's so many good (and long) posts in that subforum that anything that I could post would only be a tiny fraction of the good information that you could get from some of those guides.

     

    No problem there, if it's complex enough to need its own guide, it probably needs more answer than you can really give in a quick-question thread.

     

    How are Shield and Bio on endurance?  I know the biggest problem with some sets (looking at you, Dark Armor) is that without IO's they're brutal on end.

     

    Also, after poking around in the new Mids, I now have another question!

     

    6). Which of the many new Pool Powers are worth investing in for a Scrapper (I'm sure it varies some depending on your main powersets, but...)?

  23. So, I played original CoH a lot.  Mostly scrappers, because I love scrappers.

     

    Just discovered Homecoming and I'm thrilled to be back.

     

    I have re-created three of my old scrappers so far (along with a pair of blasters):

    Kitten America (Claws/SR/Super Jump) - now level 22

    Impulse Drive (Kinetic/Willpower/Flight) - now level 17

    Bladewhisper (Katana/Regen/Super Speed) - now level 2

     

    And I will probably re-create my Dark/Dark as well, and I'm sure more characters will come in time.

     

    There are a few questions I've got that I could use some help with, though, because there are a lot of things that are new since I last played City of Heroes.

    1). Which secondary sets are the best choices for performance in a low-inf build until I can earn enough to build my characters out properly?  I seem to recall SR needs a lot of IO help to really achieve its potential.  I know Dark Armor has serious endurance issues until you get the IO's rolling (unless it has changed since I last played it).  I seem to recall that Regen was decent without heavy IO's, but that was a long time ago so I'm not sure my memory is reliable on that count.   I've played Invlun on a Brute, but don't have a feel for what it was like on a Scrapper.  Never tried most of the other secondaries.

     

    2).  Best ways to make inf in the current game?  I've discovered the Merit Reward -> Enhancement Converter -> Wentworth's money train, but I'm guessing as I get to higher levels there will be better options than this.

     

    3). Any of the newer scrapper sets that i just HAVE to try out?  I have mostly only played the original ones, (though as noted above I've played Energy Melee/Invlun and SS/Invlun on a Brute, but... Brutes are different).

     

    4). What's this "attuned IO" business?  And also ATO's?  Those are new to me.  What do I need to know about them when building my new scrappers?

     

    5). Any other significant changes other than the new powersets I should be aware of?

    • Like 3
  24. I was on Virtue.  I had lots and lots of characters, but probably the most notable ones were:

    Skylancer (Energy Blaster)

    Kitten America (Claw Scrapper)

    Bladewhisper (Katana Scrapper)

    Red Diamond (Energy Melee Brute)

     

    Just discovered Homecoming and started up today; I'm on Torchbearer so far as it was the only shard were I could re-create Skylancer (name taken on all others).

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