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Rumors

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  1. Rumors

    Vigilance

    The damage counts as a damage buff, like, say, Aim or Assault. It doesn't count for ED, but it does count for the damage buff cap. Although that isn't likely to matter unless you're Kin or pop a lot of reds.
  2. Is there any chance we can get an option to use Live debugg anchor mechanics? I'm talking for powers like Darkest Knight and Radiation Infection that you put on enemies. Previously, on Live, when the target died, the abilities would toggle off and go under recharge. In i25, they stay on the dead target until you either manually turn them off or the body vanishes. I personally find the new effects more annoying. Specifically... 1) I can't reposition dead targets. 2) I have to micro-manage it more and make sure to manually detoggle after each fight, rather than letting it happen on its own after the nastiest thing, my target, goes down. 3) The bodies vanishing makes the "auto-detoggle" a little unpredictable unless you know when the target went down and keep a timer in your head. Now, I'm sure some people love these changes. And, they make the debuff toggles much easier to use in easier content where the mobs will melt super fast anyway. But, I don't and I find this new system annoying. So, is there any way we can have an option to set which way we prefer? I'm thinking via Null the Gull since it already deals with how powers work, but options menu works too.
  3. Please don't. I actually get annoyed at other sets because Controllers keep spamming their mass immobilize and locking mobs into annoying, spread out formations. At least Grav and Electric let me use knock back to reposition important targets.
  4. I could be for showing a little more data than just the last few bids and perhaps a clean-up on the interface. But the double blind system ought to stay since it really works out nicely.
  5. Rumors

    Earth/(TA)?

    Sooo, I'm not a huge Controller fan. I rolled a few of them on live, most didn't stick. Major exception was a Grav/TA Controller which wound up being one of my few 50s, which'll be a bit relavent here in a second. So, I'm feeling the call of Earth Control and I'm debating on whether to make a Controller or Dominator for it. But the thought of sticking Earth with TA came to mind and in my mind, that is inexperienced with Earth, it sounds like a good, fun combo. Does anyone have experience with Earth/TA and how well they mesh together? Or if they mesh poorly, what else goes with Earth well? I tend to like focusing more on my enemies than my allies when I'm playing a control set, and hence usually roll a Dominator, but I do wanna give 'Trollers a chance. So would definitely prefer a secondary that's either focused on the enemies or more "fire and forget" in terms for allies.
  6. I'm not a Scrapper master or anything, but I just 50ed a Savage/Regen last night and it's a blast to play. Savage doesn't offer a lot of mitigation on its own, just a single knock down. But the Blood Frenzy passive gives you endurance discount, up to ~20% when fully stacked, which combined with Quick Recovery pretty much means you can keep going forever. It also gives up to a 20% recharge bonus too, which will help bring your clickies (and Hasten!) back online more often. Back on Live, I also had a Broadsword/SR Scrapper who was fairly kitted out. I remember leveling was a tad bit painful, but the tools on Homecoming should get you over the early game humps, plus inherent Fitness which I didn't have since I recall it sucking wind. But late game, it got pretty beastly. I originally specced it for AV soloing, but got bored of being so single target focused and ended up respeccing to a hybrid single target/AoE build using Mu Mastery that was pretty cool. Could still have theoretically soloed AVs with that build with some blue skittles, but never tried. I think I only got it to the high 20s low 30s, but I recall DM/Fire being really fun, as Dark Melee worked really well to take the edge off of Fire's higher risk. Plus the immobilize plus Burn patches were very fun!
  7. That or 3 attack, 2 acc, 1 recharge for basic slotting, depending on how well you can manage the blue bar. You could put -Def in Shred if you wanted to make it easier to hit things, but not sure how worthwhile that'd be. I've seen some people in Help on Everlasting vehemently insisting you only need 1 acc for most attacks, but I get the feeling that'll make you struggle at higher notoriety or against enemies with defense buffs or to-hit debuffs and kinda disagree with it. EG: Enemy has 25% defense buff or you get a 25% tohit debuff, 1 acc gives you a ~66.5% chance to hit while two acc gives you a ~83% chance to hit. That's the difference of missing about 1 out of every 3 attacks versus 1 out of every 5. Of course though, if the enemy has a ton of defense or you take a massive tohit debuff, then it really won't matter if you have one or two acc because that's gonna put you at like... 13% versus 16% chance to hit or something.
  8. I have a 42 Savage/Regen. Can't comment on the bio part, but Shred (the cone) and Hemmorage feel the most skippable. After Confront, at least. Shred is very narrow and its a good filler early on, but it's a bit finnicky and the damage isn't super impressive. Rending Flurry (if I'm remembering the name of the AoE right) provides more than enough AoE combined with Savage Leap, especially if you have a good amount of Recharge or Hasten. Leap in, spin, build Blood Frenzy on the boss, spin again to most-likely KO a bunch of minions, and then Blood Thirst to keep your Bloody Frenzy and clean up. Once I get my APP AoE I imagine it'll be delicious. If Shred worked like it was advertised in Mids, then it'd be a different story since you could like... hit five stacks > Shred > Blood Thirst > Shred > Shred without any pauses, which could be pretty cool if you can get the positioning down. But sadly, Shred is pretty generic as far as attacks go and doesn't work like that in-game. Hemmorage is a single target killer, but Maiming Slash, Savage Strike, and Vicious Slash are enough to kill most bosses pretty quickly as is. It feels like it'd be situationaly awesome and something you might want if you're solo hunting AVs, maxing Pylon kill speed, or that sort of thing. Could be handy solo against the tougher boss enemies. In most team situations, most potential targets are gonna get mowed down too quickly though. But, as awesome as it could be, I have to wonder if the loss of end discount/recharge makes it worth using if you don't have a gapless, low cost attack chain without Bloody Frenzy, Blood Thirst notwithstanding.
  9. To be fair, this sort of thing is gonna happen no matter what does or doesn't happen with DFB. The game doesn't really teach you mechanics like those or tell you what powers are "must have".
  10. Did you save your changes? My character uses the new Tough animations no problem.
  11. Yup. All alignment missions, regardless of alignment, now reward 30(?) regular merits instead. All recipes can also be bought with regular merits too and merit costs are down from live as well.
  12. Here's the build I'm working on, a bit conceptish. It's probably not the best build, especially since I'm trimming costs right now and not going for soft-capping defenses and what not, nor am using purples, lots of PvPs, etc. It does have a number of expensive procs/uniques, but merits will handle those easily. Maybe when I'm filthy rich later on I'll go for a "cost is no object" build later. Ignore the Incarnate pick(s), was poking around with them and I've not settled on anything yet. My goal was picking up added cheap surviability and power. Recharge for all the clickies and a stronger attack chain, extra end recovery to keep on attacking, more regeneration because why not, and a bit of defense and resistance where I could without breaking the bank. Some accuracy too to help against +3 and beyond. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sawyer Teral WIP: Level 50 Natural Scrapper Primary Power Set: Savage Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Maiming Slash -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Dmg/EndRdx/Rchg(5) Level 1: Fast Healing -- Pnc-Heal/EndRedux(A), Pnc-Heal(7), Pnc-Heal/+End(15), Pnc-Heal/Rchg(17) Level 2: Savage Strike -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Acc/Dmg(7), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(9), CrsImp-Dmg/EndRdx/Rchg(11) Level 4: Reconstruction -- NmnCnv-EndRdx/Rchg(A), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal/EndRdx(25) Level 6: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/EndRdx(40), EffAdp-EndMod/Acc(40) Level 8: Vicious Slash -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Acc/Dmg(13), CrsImp-Dmg/Rchg(13), CrsImp-Acc/Dmg/Rchg(15) Level 10: Dull Pain -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-Heal(29) Level 12: Blood Thirst -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit(50) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 16: Integration -- Mrc-Heal(A), Mrc-Rcvry+(17), Mrc-Heal/EndRdx(34), Mrc-Heal/EndRdx/Rchg(36) Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(21) Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37) Level 22: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(43), Rct-Def(46), Rct-Def/EndRdx(45) Level 24: Super Speed -- Clr-RunSpd(A) Level 26: Boxing -- Empty(A) Level 28: Instant Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(34) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39) Level 32: Savage Leap -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 38: Moment of Glory -- Ksm-ToHit+(A), Ksm-Def/Rchg(43), Ksm-EndRdx/Rchg(43) Level 41: Ring of Fire -- Empty(A) Level 44: Fire Blast -- Dvs-Acc/Dmg/Rchg(A), Dvs-Acc/Dmg(46), Dvs-Acc/Dmg/EndRdx/Rchg(46), Dvs-Hold%(50) Level 47: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- RgnTss-Regen+(A), Prv-Absorb%(25), NmnCnv-Regen/Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Vigor Core Paragon ------------
  13. The cap on healing is the Blaster, who will find a way to take a dirt nap no matter how hard you heal. :P But yeah, layered defenses and mitigation are always nice and heals are good as a safety net beneath all the prevention, as you described. I'd definitely never tell a Defender not to take their heals from the Primary (except Absorb Pain, that one's definitely debatable) since they're typically meant as a tool to work within the set they're using.
  14. Don't misunderstand us. Or some of us, anyway. There's a big difference between the "healer" the thread is complaining about and Empaths. If you're playing a Mind/Empath in the way that you say then, congrats, you're not a "healer", you're the kind of Empath we'd rather team with. You're using both your primary and secondary to their full extent and that's making you way more awesome than the stereotypical bad "healer". This topic is (I think) complaining about Empaths, ones that are usually Defenders, who only take Healing Aura, Heal Other, and the revive. Maybe Absorb Pain. If you're lucky, they'll have Regeneration and Recovery Aura. They'll then ignore the entire rest of their primary and their entire Secondary and start picking up powers like Aid Other from Medicine Pool, powers they really have no business taking because their primary should have all of that covered easily. You won't see them using their amazing buffs like Fortitude or Adrenaline Boost, because they're not heals. They could be making a couple of players on the team literal gods, but they won't since the powers aren't heals. ...of course, this is still better than the Radiation Emmission Defenders who only take Radiant Aura, Accelerate Metabolism, and Mutation. >.> Being a Rad/Sonic main back in the day, I could write an essay on just how bad that is. This playstyle is okay low to mid level, where straight heals are more important because people haven't gotten all their mitigation yet. But beyond that, they just make things harder for the team because the way they built makes them very ineffective. Again though, Empaths can be friggin' amazing when played right, but the heals are among the least awesome things they can do. You also ought to try teaming with both a Forcefield and Sonic Defender on the same team someday. Hard to do since both powersets are kinda rare. But that combination will have your team going "lol what is damage?" Personally, I rolled a healer last night, a Pain/Dark Defender. My plan is to get my attacks slotted for -ToHit and, if all works as planned, I won't need to heal much or at all between making enemies wildly inaccurate and my AoE team buff, whose name I forget, that gives resistance. Heck, I'm gonna take the Dark nuke as a panic "stop hitting my team!" button since the ~65% to-hit debuff looks super juicy. (Plus the sets will be super cheap if/when I get to that.)
  15. This sounds like what you're looking for: https://forums.homecomingservers.com/index.php/topic,2044.0.html
  16. Oh I totally understand not having the knowledge and experience, that's expected. My first Scrapper way back when skipped both Stamina and her mez protection because the powers seemed pretty bad to me. It wasn't until a group that I was complaining about being mezzed and always being out of endurance that someone corrected me. It's really more the attitude a lot of the "healers" have that I take issue with. Some of those Empaths are eager to learn new tricks. Others? You dare offer them a suggestion and you'll get fire and vitriol from them for suggesting they dare take a blast or use Clear Mind or whatever else. Sometimes they'll stop even using their powers on me entirely over a small suggestion. I've not encountered this yet on Resurgence, but I'm sure they're out there.
  17. Empathy? Check. Healing Aura on auto? Check. Healing Aura on auto 24/7 even when waiting at mission door or at the auction house? Check. No secondary powers? Check. Puts the Tank on follow the whole mission? Check. "GATHER FOR RA!" Check. "I SAID GATHER FOR RA WHY ARE YOU NOT LISTENING?" when I'm busy fighting something because I don't need the RA? Check. Yeah... I remember that type. Please no to that type. I mean, at least they're better than the "Healer Rads" who don't take their debuff toggles because "they're too expensive", but... still. Even just throwing an occasional blast is much more contribution than spamming a undeeded healing aura constantly. Not gonna knock Empathy itself though because a well played Empath is awesome. There was a really good Empathy/Dark I used to be friends with and, if I remember, she had her blasts slotted for -ToHit just to keep everyone even safer. Even ended up duoing an ITF with her. Anyway, on the bright side of this mindset, it was always fun taking like... a FF Defender to a PUG that was freaked out over the lack of heals and using my buffs to force them to steamroll the mission.
  18. All right, I put together a build to see what I could come up with. It's meant to be a general purpose build (not soloing AVs, etc.) and on the cheaper end. But, it's been soooo long since I touched builds I might have gotten unfocused in working on it and there's definitely probably a better way to do it. Not sure Mids is 100% accurate on the sets that can be taken on Savage either, would need to get in-game and compare. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sawyer Teral WIP: Level 50 Natural Scrapper Primary Power Set: Savage Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Maiming Slash -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Dmg/EndRdx/Rchg(5) Level 1: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(7), NmnCnv-Heal/EndRdx(15), NmnCnv-Heal/Rchg(17) Level 2: Savage Strike -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Acc/Dmg(7), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(9), CrsImp-Dmg/EndRdx/Rchg(11) Level 4: Reconstruction -- DctWnd-Heal(A), DctWnd-Rchg(23), DctWnd-Heal/Rchg(23), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-EndRdx/Rchg(25) Level 6: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/EndRdx(40), EffAdp-EndMod/Acc(40) Level 8: Vicious Slash -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Acc/Dmg(13), CrsImp-Dmg/Rchg(13), CrsImp-Acc/Dmg/Rchg(15) Level 10: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-Rchg(27), DctWnd-Heal(27), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(29) Level 12: Blood Thirst -- AdjTrg-Rchg(A), AdjTrg-ToHit(42), AdjTrg-ToHit/Rchg(42), AdjTrg-EndRdx/Rchg(42) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 16: Integration -- Mrc-Heal(A), Mrc-Rcvry+(17), Mrc-Heal/EndRdx(34), Mrc-Heal/EndRdx/Rchg(36) Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(21) Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37) Level 22: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(43), LucoftheG-Def(46), LucoftheG-Def/EndRdx(45) Level 24: Super Speed -- Clr-RunSpd(A) Level 26: Boxing -- Empty(A) Level 28: Instant Healing -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(31), DctWnd-Rchg(31), DctWnd-Heal/Rchg(31), DctWnd-Heal/EndRdx/Rchg(34) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39) Level 32: Savage Leap -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 38: Moment of Glory -- Ksm-ToHit+(A), Ksm-Def/Rchg(43), Ksm-EndRdx/Rchg(43) Level 41: Ring of Fire -- Empty(A) Level 44: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(46), Dcm-Dmg/Rchg(46), Dcm-Build%(50), Dcm-Acc/EndRdx/Rchg(50) Level 47: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- RgnTss-Regen+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------
  19. These puns makes me want to crack some Skulls.
  20. I can at least answer that on a macro level, since I have a level 20 SJ Scrapper as well. Both sets are all about building stacks, but they use them in different ways. Glancing at Paragon Wiki, SJ seems more single target focused since its top-end power is looks to be single target while Savage has a Shield Charge/Lightning Rod-esque seeming power (not there yet myself). SJ's regular AoE comes later and is centered around the target while Savage is PBAoE. Both also have very tiny cones at the same level. Street Justice seems to be about building combo stacks with certain powers that are "Combo Builders" and then executing "Finisher" moves that consume the stacks for extra damage and effects once you have three combo stacks. The stacks themselves don't seem to do anything. There's a lot more builder and finisher options too. SJ's Build-Up move sets you to max combo so you can execute a Finisher right away. SJ can be a bit frustrating if you keep missing since you have to land hits to build combo and the stacks have a short duration, but fortunately a whiffed finisher won't take them all. Savage Melee is all about building Blood Frenzy, which you can get up to five stacks with, each giving about a 4% Recharge and Endurance Discount for around 20% total at max (on Scrappers at least). Effectively, it lets you attack and use powers much more quickly and much cheaper as long as you can keep it up. It's supposed to have three moves that use Blood Frenzy according to Pines and Paragon Wiki, but Shred only builds it in-game, not sure which version is intended. Using the moves that consume Blood Frenzy makes them do extra damage per stack and get additional effects if you had five stacks. Using all five stacks puts you in an Exhausted state, where you can't build Blood Frenzy again for about 10-15 seconds (not timed it yet), so you have to decide if the effects are worth losing your buffs. Fortunately, the Build-Up esque move, Blood Thirst, will both clear Exhaustion and give you max stacks. Like SJ, you need to land hits to build/burn stacks. The stacks seem to have a longer duration too. Also worth noting, Savage's effects seem pretty lowkey, though that might be because it was never finished? It lacks the same visual and audio impact of other sets. For high level builds and performance and stuff... I dunno yet, that's a while off for me.
  21. Pines seems inaccurate on Savage. For example, it says Shred consumes Blood Frenzy and gets bonuses for it, but in-game it instead just builds a stack when you use it and has no other special bonuses. But, Savage basically gives Blood Frenzy on most attacks, which gives stacking +Recharge and Endurance Discount, up to ~20% each at max stacks. Two of the moves drain Blood Frenzy to do more damage and get bonuses if used at five stacks at the cost of being Exhausted (unable to build stacks), although the set's Build Up instantly clears Exhausted and maxes out the stacks. The spin has bigger range and Hemmorage has a strong DoT when used at max stacks. It's pretty cool and does take a little more thought on using powers. ...which is weird since you wouldn't think "Savage Melee" would be a thoughtful set. Softcapping Regen sounds really expensive though. Like, I remember softcapping positional BS/SR back on Live and it took like... 150-200 mil for the full build without using purples, PvPs, etc. Or more. No idea what that translates to in the current economy though. I'm probably going to aim for something on the cheaper end (so, mainly, no Purples/PvPs/whatever else is new that's on the same tier). But, I take it the only skippable in Regen is the revive? Legend, builds or no, what's your thoughts on Shred and Hemmorage? And did you take the AoE spin attack (I forget the name) or skip it?
  22. So, I rolled up a Savage/Regen Scrapper and am currently sitting at level 25. It's pretty fun so far, what with how endurance light it is and how Savage basically has a full attack chain in the teens using Prestige enhancements. But, I'm turning my eyes to the future and trying to figure out what I'll be doing long term. I didn't ever take Regen past low teens on live, and I can't find any modern resources for it, just some old guide from like... I3. And Savage... yeah, nada. So, Savage melee, anyone experienced this high level and/or with IOed builds? I'm thinking I'll probably be dropping the cone, since it feels like a single target attack anyway, and try to fill with the other three building melee attacks. I just got Hemmorage and it's not impressing me yet. What I hoped for something to use in the ST attack chain seems more like a big DoT for bosses and above. Is there something I'm missing there? Regen... seems a bit easier. I feel like it might need some shoring up, but Tough might not be enough and I feel like I'm overlooking some resistance power somewhere. Could also go slotting for defense instead, but that seems like it'll be a huge investment to get anywhere. I'm also wondering if it'll be possible to get permanent Instant Healing. I don't have the skill yet, but it really seems like something I'll want. Is Moment of Glory worthwhile or no? I'm not asking for anyone to make me a build right now. If you want to, or already have one you can share, that'd be cool. But mostly asking so I have more of a direction on my own tooling around with Pines.
  23. No worries being a noob on the PvP server, though you might want to avoid the PvP zones for a bit on that server as it's the most likely you'll get smacked by someone serious about things. Though whenever you get to it, understand that... CoX PvP is a little different. Some of the rules are different from PvE and most powers work differently (you can see this by right clicking a power, get info, and then toggle the radio to show PvP effects). Also worth noting that PvP is a bit different in all instances. Lowbie PvP in Bloody Bay is quite different from low-mid PvP in Sirens, which is different from middle-high in Warburg and max level in Recluse's Victory. Those are also all different from Arena PvP as well. You'd probably want to pick one to focus on. You'll probably also want to use your second build for PvP when you get serious about it since your PvE set won't be so hot. You'll also want to invest in set IOs to make a good build for whatever type of PvP you're looking to do. I'd recommend asking the PvP forum for help and maybe trying to find a noob-friendly PvP Super Group. And expect to die and get your butt whooped a lot as you learn things. You'll quickly learn to tell the difference between the guy who's there to fight and the guy who's just trying to do some PvP zone quests. Beyond that, I'm not much of a help. I used to PvP long ago back on live in RV and the Arena, but that was before Incarnate abilities and a lot of other junk, and I was not on a PvP-dedicated server. I could only really recount my memories and experiences, but I only played a couple of rather unusual AT/Power set combos in PvP (Rad/Sonic Defender and a Grav/Trick Arrow (con)Troller and wasn't super serious about it all. As for villains, if you end up struggling to find groups, you can always shift alignment to Rogue to get access to both red and blue side while staying villain-ey. You'll probably want to expect to be outnumbered in open world PvP zones, except Warburg which is a FFA.
  24. That would probably take too much work without an actual dev team. Someone would have to program and design all those features and assets, despite how neat it'd be. I think I have two realistic options they could use it for. 1) If they exist and are usable, maybe populate the zone with the unused I24 mobs. If any Battalion mobs are actually in the game, it'd be cool to be able to fight them somewhere. 2) The Homecoming team has expressed interest in running events. KW would be a great place to do so. There's zero ambient mobs to interfere with the event and, conversely, hosting it there would give zero interference to anyone in other zones not doing/not interested in the event. So like, if they felt like having us fight 40 Tyrants, they could spawn them there without any risk of ruining someone's regular play experience.
  25. If somebody swings by and we both end up engaging on the same enemy or group or whatever, no big deal. If people follow me around and fight the same stuff while refusing to team, especially if the enemies are gray to them, then that's an entirely different story and is effectively harrassement. Now, by the way, there is always the legitimate excuse no matter what. And that is "oops". For example I had a 10 kill troll quest on my Warshade, and I just leveled up, so I hopped into squid form and found a nice, juicy gray-con group. So I immediately targeted the middle and fired my AoE blast. But, as I clicked the button, I noticed a lowbie charging in to fight them. I stretched my arms out and cried in despair as my shot sailed through the air, but no amount of sheepishness or apology would ever bring that Dark Detonation back to me. It had left, it was gone, as it had chosen its course in life. It exploded, killing all the trolls in one shot, and left the lowbie with no XP. It's not hard to accidentally attack mobs you're hunting that've been engaged by someone else, especially if you're trying to rush and especially if you're flying or jumping since you won't have the best camera angle to see the situation before opening fire.
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