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aethereal

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  1. Ice Melee has Freezing Touch. Its base damage is lower than Energy Transfer (148 vs 232), but its crit is on-par, because it gets full crits and not partial crits like ET -- so 296 damage for a critting Freezing Touch vs 297 damage for a critting Energy Transfer (and both have a 1 second animation time). Half of Freezing Touch's damage is DoT, which is worse than ET, but on the other hand FT is also a hold and thus can fit an additional purple proc and lots of additional normal damage procs. What Ice Melee lacks is a decent third ST attack -- it has Assassin's Ice Sword, Frozen Touch, and then very mediocre attacks like Ice Sword, or you can use Frost as a ST attack to, again, mediocre effect. If you have high recharge, you can mostly just use AS, FT, and an epic snipe, but when you do that your ability to build assassin's focus suffers.
  2. I don't think that there's anything magic about Fire/Shield in terms of Tankers vs Scrappers. I mean, is there an argument that tankers outperform all other melee? Sure. But Scrappers, more so than Brutes or Stalkers, do have their own merits (they can achieve much higher DPS than the other three ATs), and while yes you can always argue that the greater durability of Tankers plus their AoE bonuses outweigh that, at least it's an argument (while with Brutes in particular you are in the situation of Tankers not being that much lower DPS).
  3. Slotting sets early really helps with endurance, both because minor endurance bonuses are pretty common filler set bonuses, and because the increased slotting efficiency of sets vs SOs means you get more acc/dam/end redx into your powers earlier.
  4. No, sorry, I got that, I was jumping in to support you.
  5. I've run Scrappers with and without taunt auras, and honestly I don't holistically notice a difference. I know that some players really, really, really feel like taunt auras make a big difference in their experience, and I'm not here to fight anyone about what they should like, but I just want to inject a note of ambiguity into the constant refrain that taunt auras are super important -- reader, you may not agree with that! Try it yourself and see if it bothers you.
  6. This is just Fire Melee and Savage. For some reason that I think is probably conceptually wrong, if you have DoT as a "secondary effect," then it doesn't get multiplied by crits, while if you have DoT as the primary point of the power, you do get it multiplied by the crit (and typically delivered as a single up-front package to boot). But Scrappers don't need buffs, so we're probably just fine without changing it. In practice, I think it basically only implicates Savage, which has more consequential DoTs than Fire does.
  7. Nothing wrong with a concept build, but the practical problem with this is that it's overkill. It's already Very Safe to team with a tank, aggro control is frankly all you need to keep your teammates from dying, and the marginal additional damage debuff or to-hit debuff or whatever is going to largely speaking just be overkill durability for yourself, because, stay with me, all the enemies are attacking you. If you do do something like intentionally aggro significantly more enemies than the aggro cap, the small amount of durability that you provide through your secondary effects won't really make a big difference, and also the nature of Gauntlet is that it's going to be very hard to have "some enemies are only attacking me and other enemies are debuffed while they attack my team." Instead, you'll have debuffed enemies attacking you while, if there are enemies that you aren't controlling aggros of, dominantly non-debuffed enemies attack your team.
  8. Have you tried a S/L farm instead of an energy farm? You have much better S/L defenses than energy.
  9. While I'm not a dev or anything, it is my strong belief that there is not currently any way for a power to have an optional target. It would require new powers code (not just new powers effects). The closest that I think you could get right now would be to allow placate to work on a friendly target and just do nothing to the friendly target, while having a self-effect when cast on a friendly.
  10. aethereal

    Most damage

    EM is among the best ST damage sets, but not like "the uncontested first." Really high-end pylon times only truly predict pylon times. Like, if someone gets a really amazing pylon time, you know they have very good ST damage, but you don't really know if they have better ST damage than someone who gets a few seconds less. The -res procs are the main offenders: having them go off against an even-level opponent and not be reduced by the purple patch makes them way more impactful, when essentially any other hard target that a very high-end scrapper faces will be +3.
  11. Some Protectors have Unstoppable, not Moment of Glory.
  12. It gives you recharge and recovery (EDIT: actually not recovery but endurance discount), but no extra damage.
  13. No, most US cities are pretty straightforward grids, except as dictated otherwise by geography. Visual interest.
  14. Neat! I honestly missed the Mark & Recall power because it's behind Labyrinth content that I ignore. I also note that that topic you linked had zero replies and zero reactions. I'm not like... one hundred percent sure that it actually causally resulted in the mark & recall accolade power, though the same naming certainly implies a linkage. So I guess a slight modification to my claim: My understanding is that the threads in Suggestions & Feedback that get very heated are the ones where someone is like, "Okay, here is my detailed critique of power set X and how I think it should be revamped," or the ones where someone says, "Okay, here's a fundamental modification to a core subsystem of City of Heroes," or one where someone says, "I think the direction of development should be [going further down the incarnate path|focusing on such-and-such a subplot|whatever]" I continue to see zero sign that those topics are ever, at all, impactful on the development of the game. Little one-off micro-suggestions -- I still don't know if they are worthwhile, but even if they aren't, they don't result in big blow-ups and mod actions. Certainly there's no harm to them. Side note here: one of the reasons why I'm dubious that the devs actually pay attention to the Suggestions forum is that they never say, "Hey, look, this kind of suggestion is just... be aware that we're never going to take one of your 5 hours of effort mega-posts on a powerset revamp and actually use it. What would be more helpful is this kind of post instead: [blah blah]." Like, if the devs are interested in the Suggestions forum as a tool, they sure don't do anything to aim the tool where they want.
  15. But you could do both. You could put another slot into Gravity Distortion Field, put a proc into that slot, and you'd have a power that was up more often (due to the higher global recharge) and which did more damage (albeit not a ton more), without giving up anything. Or hey. You love your current build? Okay. Drop Aid Other. Add Hasten. Take two slots away from Lift, put one in Hasten and one in Health. Put the Preventative Medicine proc in the extra Health slot, two Slot Hasten with 50+5 Recharge. For Lift, reslot with Hami-O's or 50+5 Acc/Dam/Rech enhancements. End result? You have basically exactly the same build you have today, +64% global recharge. Like, again: I get that you're satisfied with your build as-is, and that's fine. I doubt that any of these minor tweaks that I'm suggesting are huge winners, but tearing your entire build apart and redoing it, while potentially having more upside, seems not worth it for something that you won't use, and also probably is beyond my skills anyway. But just as a general principle, what you're espousing here doesn't really make sense. 50-60% global recharge is not a small amount! You can go through every place you have local recharge slotting and see if there's a different enhancement you could put in that would give you more of some desired trait, and still have more uptime on that power. You can go through every place where you chose a set for its having a recharge bonus and contemplate a different set that gives you something else instead. There are a lot of degrees of freedom here, and it's just not really plausible that literally none of them result in a better build. To the extent that we're talking about just your character, like, you're happy with it, that's the end of the story. But to the extent that we're giving people advice about how to slot other builds, what I'd say is: "If you are already slotting for lots and lots of global recharge, Hasten just clearly adds versatility. If you hate Hasten, cool, don't use it. If you hate managing the Hasten clicky as well as the Domination clicky, cool, don't use it. But purely mechanically, it is clearly the higher-power, higher-versatility move."
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