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On an Elec Blaster I'd probably go S/L since that will help keep you safe while you run in to use Short Circuit.
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Quote:I doubt it. There is a benefit to having a few alternate Destiny's but that's about it. Alpha is very build specific and few builds benefit from having multiple Alphas (there are a handful of support builds that might benefit from having a Musculature for solo and something else for teams but that's about it). Judgement and Lore are both basically damage powers and in general there isn't enough need for variation to make it useful having multiple versions (there is some value to having Seers for doing MoLambda but it's not a huge bonus). In theory Interface benefits from switching to avoid stacking limits but in practice the debuffs aren't powerful enough to make it worth it so everyone just takes the DoT of their choice and runs with it.Is that what the devs want us to do? Get more than one ability for slots? Are we suuposed to be collecting ALL the incarnate abilities?
Destiny is the one slot that benefits from having multiple abilities but even there it's not critical. The thing to keep in mind is that most situations where you want a specific Destiny a T3 destiny will be fine and T3 powers are easy to make. I wouldn't be aiming for having all T4 Destiny's but I can definitely see making a few extra T3s (especially Clarion for UGT and Incandescence for a few special cases). -
Personally I always figured that the Well moved itself in order to prevent Rularuu gaining access to it. Admittedly this is making a few big assumptions (specifically that the Time Echoes are related to Shadow Shard Reflections) but it potentially ties the whole thing in with Rularuu and possibly The Coming Storm.
Of course this leaves open the question of The Letter Writer. We know that he was in that room at some point. But was she involved in moving the well? Or was he there as an observer? Or did she come along between the time when the Well was removed and when we turned up? -
The amount of recharge a character has is a strong influence on actual in-combat endurance usage but this can be hard to quantify. The rule of thumb that I use (based on my experiences playing ranged characters) is that a net endurance recovery (so endurance recovery minus endurance usage) of about 2 endurance per second will generally cover most normal combat situations but might need to use inspirations in longer duration fights such as AVs (normal combat includes a brief fight and then time to recover while moving to the next group).
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I'm pretty sure that a taunt in those powers wouldn't do anything. Patch powers summon a pseudo-pet which makes the actual attack so having it taunt wouldn't accomplish anything (it generates aggro on itself but enemies ignore it because they can't attack it ).
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It's a decent enough build but I can see a few places you could improve. Your set bonuses are kind of spread around between Recharge, AoE Defense and Ranged Defense. If that works for you all well and good but personally I'd skip the AoE defense and build up Ranged Defense and recharge instead. Having 12%-13% in two defenses is often less useful than having 20% or so in one.
Even ignoring that I can see a few places I'd tweak things:
1. You really want a fifth slot in Irradiate and Neutron Bomb. You're one slot short of an excellent set bonus in both powers (AoE Def for Irradiate and Recharge for Neutron Bomb) which would compliment your existing build. Personally I'd steal the sltos from Health, you should have sufficient healing and regen from your powers that the extra regen there isn't helping much anyway.
2. The Psionic Resistance IOs in Temp Invulnerability and Force of Nature aren't really worth having. I've tried using them and the small amounts they give aren't really worth it unless you have other psionic resistances to stack with.
3. The Devastation set in Cosmic Burst isn't really that useful, the set bonuses in Devastation are kinda meh, you'd probably be better off with a Thunderstrike (for Ranged Defense) or Decimation (for more recharge).
4. If you swapped the Red Fortune Set in Fortitude for a Serendipity set you could pick up another AoE defense bonus and then switch to doctored wounds in Absorb Pain to keep the 5% Recharge Bonus. -
Well for the 400 points I'd think a few of the store IOs would probably be the most useful (I assume Premium accounts can use those without invention access). If you get a few of the special global ones that could be pretty useful.
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Beats me, but then I'm not a big fan of the way mezzes and mez protection work anyway. ATs either have essentially zero mez protection of complete mez protection. If I could go back in time and give the original CoH team some suggestions I'd advocate a more tactical approach to mezzes where no ATs have full mez protection but NPCs with mezzes are less common. Give characters either limited up-time mez protection (so powers that work like a breakfree) or other methods of handling enemies with mezzes (such as holds and stuns).
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I thought that was the poibnt fo Defiance 2.0? Give Blasters limited mez protection without giving them the full protection afforded to melee ATs.
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Quote:That seems like a reasonably feasible solution. The only thing I would suggest is that instead of requiring a lower tier ability it simply acts as a lower tier ability with decreased enhancement value and ED exemption. Having to manually switch alpha slot abilities when exemplaring would get annoying.
- Tier 4 = Level 50 ... so only accessible/operational at Levels 45+
- Tier 3 = Level 45 ... so only accessible/operational at Levels 40+
- Tier 2 = Level 40 ... so only accessible/operational at Levels 35+
- Tier 1 = Level 35 ... so only accessible/operational at Levels 30+
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Short answer is: who cares? Realistically the animations would work for a spear, they are a little flashy but it combines stabbing actions in some attacks and smashing actions in others. A spear (or a Naginata) would look fine using the animations and honestly that is what most people really care about. Adding some spear options to "staff" fighting means that people who want a Spear Melee set can get it as well essentially doubling the number of concepts it works for. Given all that does it really matter if the damage isn't perfectly matched to the weapon? I mean, heck, Axe currently has a shovel model and realistically that should do smashing damage, not lethal.
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Quote:Yeah, I did consider taking Fighting but in the end I just didn't like what it did to my build.Adding fighting pool could help with soft-caping melee defense and give you smashing/lethal resistance over 60.
I was playing a bit in Mids with my time/electric/mu, but I'm still haven't came with complete build I would be happy with.
Quote:Edit: Maybe something like this, with possibly Temporal selection instead of Assault. Also I am not sure should I keep elec. pet or hold. This is still no final build, but I am getting closer.
Regarding Voltaic Sentinel it's a toss up. I do use it a lot when soloing but it's less useful on a team. Solo I find it helps pick off runners (especially after I use my nuke) and the extra damage is useful against bosses (which take forever to kill due to a lack of single target attacks). In your case though I would say swap the slotting in VS and Adept, VS doesn't really need recharge while Adept does.
For Tesla Cage I find having a second hold is useful but I have Shocking Bolt which is significantly better than Tesla Cage. -
Well, the ones I've done have all been via email. However I was in a position where the poster I was trading with was a known quantity on the forums which mitigates the risk somewhat.
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Well, there two reasons. The first is that I don't like relying on set bonuses for such a key power. If you exemplar down then you no longer have it perma and that makes me nervous. Secondly I find having it on a shorter cycle allows more flexibility. It's often hard to hit everyone on the team with it the moment it comes up so using it more frequently than every two minutes makes it easier to keep everyone covered.
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Ok, some general thought (in no particular order):
1. If you're taking Soul Mastery anyway it seems a real shame to skip Power Boost. Using PB right before Farsight gives your tea an extra 12% defense and to hit which is pretty substantial. I'd drop Tactics to pick it up. It doesn't really need slotting (besides a recharge in the base slot) so that also means you can move those slots to better homes. You don't really need Tactics anyway, with Farsight (especially power boosted Farsight) it's pretty superfluous most of the time.
2. Your attacks are really underslotted. If you really feel they only need three slots I'd recommend using Thunderstrikes instead of Volley Fire but I'd also recommend seeing if you can get all three powers up to 5 or 6 slots. That opens up several good set bonuses for you (5 parts decimation or 6 parts Thunderstrike in the single target attacks and 5 part Positron's Blast in Torrent).
3. It'd trade Power Push for Power Blast. In general you don't really want to be doing to much knockback with Time since it pushes enemies out of your debuff aura and patch.
4. For Health the Miracle/Numina procs are a lot more useful to you than the Regenerative Tissue one. You'll generally heal up any damage you take before Regen can do much anyway.
5. Time Crawl, Temporal Selection and Slowed Response don't really need as much slotting as you gave them. Time Crawl is a one-slot wonder (Acc/End for my preference). Temporal Selection mostly cares about recharge, healing is ok if you want the set bonuses but in general you're probably going to heal a team mate before the regen has time to do much. Slowed response primarily needs Accuracy and Recharge, slotting for defense debuffs is overkill in most situations when you factor in Farsight and Power Boost.
6. Farsight needs more love, both for extra recharge and to hit buff.
7. Distortion Field is really awesome with a Lockdown proc. You might also consider the full Lockdown set in one or two holds for the defense bonuses.
8. Chrono Shift could use more recharge.
Overall I'd probably go for something like this. It's Defense softcapped to ranged and AoE without power boost so with power boost you've got some extra defense for Incarnate content (or just preventing a cascading defense failure). Melee is lower but anyone in melee range is getting hit by Time's Juncture so it should be fine. If you prefer you could lower the defense and pick up some more recharge bonuses.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warden Morningside: Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Energy Blast
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 2: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitDeb(9)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(40)
Level 6: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(11), Lock-Rchg/Hold(13), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(21)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(46)
Level 12: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(17), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19)
Level 14: Recall Friend -- Zephyr-ResKB(A)
Level 16: Temporal Selection -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(42), RechRdx-I(50)
Level 18: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(27), GSFC-ToHit(34), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(40)
Level 20: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(50)
Level 22: Teleport -- Zephyr-ResKB(A), Zephyr-Travel(33), Zephyr-Travel/EndRdx(33)
Level 24: Time Crawl -- TmpRdns-Acc/EndRdx(A)
Level 26: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(34), RechRdx-I(34)
Level 28: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 30: Long Range Teleport -- RechRdx-I(A)
Level 32: Chrono Shift -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(37), Numna-Heal/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(40)
Level 35: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(42)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 41: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(43), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Quote:Yes and no, it's a balancing act. The problem is that if solo content is to rewarding on a rewards per time basis it will potentially kill trials. Not because the trials themselves are bad but because the extra setup time means that their total rewards per time ends up to low to make it worth going to the trouble. The big appeal of solo content is that you can jump in and start going immediately whereas for teamed content you need to wait to find a team first which for most people is not a particularly interesting experience.This is called "Robbing Peter to Pay Paul". Its an awful design philosophy.
Now personally I suspect I'll end up doing both types of content. I have several strong soloers that I will probably use for the solo content when I don't want to commit to a team and then spend the other time teaming. -
Quote:Well since Freedom came out we have six new sets announced/released:Zombie I understand what is being said. What I am getting out of it is.. Doms are low on the totem pole of importance..
Melee has gotten one brand new Powerset with a NEW mechanic in Street Justice. They are set to get ANOTHER brand NEW Powerset with a NEW mechanic in Titan Weapon in a few weeks. And we have already seen and it was confirmed that there will be yet ANOTHER new set with a NEW mechanic in Staff Melee..
Beam Rifle: Pay only
Time Manipulation: Free for VIPs
Street Justice: Pay only
Titan Weapons: Pay only
Darkness Control: Free for VIPs
Staff Fighting: Pay only
So yes melee characters are getting more sets than other ATs but they are having to pay for all of them. Except for Beam Rifle the non-melee sets have been free for VIPs. Honestly this doesn't surprise me, melee characters are by far the most popular so giving them lots of pay-to-play powersets is a good move in terms of income.
As for Dominators losing out, sure they didn't get any proliferation in I21 but they are one of only two ATs to get proliferation in I22 (Dark Assault is considered a proliferation apparently). So freedom launch through I22 Dominators are coming out ok. They are tied with MMs with two new/proliferated sets and only one set behind Stalkers and Blasters who each have three new/proliferated sets. Sure it would be nice to see more Dominator sets but it would be nice to see new sets of every type. I don't particularly begrudge the devs for making lots of new melee sets, I'm not interested in them but I'm sure they sell a lot better than other set types. -
Quote:Well according to the power in game it doesn't have a chance to return end (none of the AoEs do for obvious balance reasons). That being said I've seen the same thing from time to time. I suspect that there's something weird in the code where removing absolute endurance is handled slightly differently from removing percentage endurance and if your recovery ticks at the right time it doesn't drain the latest "tick".I believe it also has the same chance to return endurance per enemy hit as other Electric Blast attacks. Not positive though.
I do know I've seen my wife's Electric blaster hit 12 targets with it and have some endurance left over, which seems to indicate that it IS returning some endurance (since 12 targets is way more than enough to bottom out your end) -
Slight correction here. The rules for SSAs is that you get one the first time you do a particular SSA and then after that you get one per week for repeating any SSA. So if you do two SSAs a week you still only get one hero merit.
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Well, if you need a new premium account it's a good time to get one.
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Speaking for myself, any character that I play a significant amount at level 50 is probably going to get changes to their main costume sooner or later. In most cases this is incremental as I tweak the costume (often incorporating newly available costume parts) into something that I like more. I'm less likely to completely re-do their costume although in one case I did as part of a retcon to the character's backstory.
With my current leveling character I'm actually experimenting with modifying his costume as he levels up to show changes in his powers. When he was level 1 he had relatively normal Steampunk style street clothes with his only gear being his backpack gloves (Temporal relocation device and shock projectors). As he leveled up I added several other tech pieces such as goggles and rocket boots to reflect his newer powers. He's now closing in on 50 and I'm trying to decide if I want to add an armored chest and legs to represent Charged Armor. -
I recently took Thunderous Blast on my Defender and noticed something weird about it compared to other crashing nukes. Most of the nukes do a -100% endurance drain which means that as long as you hit one enemy you are fully drianed. TB, however, drains 40 endurance (note, 40, not 40%) per enemy hit. Now in most cases this is functionally identical since if you hit 3 or more enemies it's a complete drain.
Anyway, I was surprised to see that it was implemented differently from the other nukes and was curious if anyone knew the reason for that? -
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Accolade powers are not suppressed when doing "Master of" runs. I have no clue about Arenas though.