Auroxis

Legend
  • Posts

    1747
  • Joined

  1. Auroxis

    Shield/Ice?

    Shield has good synergy with Ice, as Ice's damage is primarily AoE(which works with SD's AAO), and Ice Melee one of the best if not the best tanker secondaries for mitigation out there, so while SD isn't at the top of the list for mitigation, Ice Melee is, which works rather nicely. While your ST damage will leave much to be desired, you can console yourself with the fact that you're still contributing -20% resistance and -Recharge to the team.
  2. Quote:
    Originally Posted by Acemace View Post
    My ss/ele brute sucked donky balls against certain mobs (romans in particular) until I adopted that strat in it's build.

    It's not sexy, but it definitely works to an advantage with that set.
    Sap early, sap often, stay alive.
    Same here. My Brute can do amazing things while sapping(ITF towers solo comes to mind). My Tanker however usually doesn't need to sap.
  3. Quote:
    Originally Posted by Syntax42 View Post
    Here's a common scenario to consider:

    You have 25% defense to Energy damage, and 3000 HPs. You are attacked for 8000 total energy damage, and defend 2000 while 4000 of it misses. You take 2000 damage, leaving you with 1000 HPs. Your team's Empathy healer now has to heal you for 2000 HPs.

    Now, you have 45% defense to energy damage, and 2000 HPs. You are attacked for 8000 damage, and only 400 of it hits you. Now, the Empath only has to heal 400 HPs.

    What did that extra 1000 HPs in the first scenario really do for you? You lived both times, but in the second scenario, your Empath isn't struggling to keep you alive. HPs do not always equate to mitigation. Trading some HPs for more mitigation usually results in better survivability, especially when you consider how small the gains in HP really are for each set bonus.
    Except Energy attacks are usually not as damaging as S/L attacks, and that's before you add the 90% energy resistance you have. Recluse is a good example for this, as his most painful attack is by far his KO Blow. Another good example is the entire ITF, where your defenses will fail and you'll have to rely on your Regen/Self Heal/HP/Drains/Damage/etc to survive. Other situations include the Hamidon fight in the LGTF, Battle Maiden fight in the Apex TF, Bobcat+Goliaths fight in the TM TF, and possibly more. And that's why Recharge, Regen, and HP matter more than softcapped E/N defense on an Elec Armor, IMO, especially considering the better offense you get from that extra recharge.
  4. /signed

    If it's already in-game, that means it's easier to make it happen.
  5. Quote:
    Originally Posted by MaestroMavius View Post
    Yeah, that looks even more clunky to me. Though in all honesty it would really only affect my Empathy toons. Having the Alignment and AT types covering the health is the only realy problem I see though.
    I actually got so used to looking at health bars it benefited all my toons. My tanker for example uses taunt selectively to get mobs off of softies in trouble, and one of the easiest ways to find softies in trouble is through the team UI. Same with my Brute.

    Heck, even my Blaster saves other people from time to time by looking at the team UI and destroying/KB'ing whatever is on the low health softies. Though admittedly I'm often the one that needs looking after.
  6. Quote:
    Originally Posted by Santorican View Post
    Dark can give -to hit and -life
    I know you weren't serious but let's do some theorycrafting anyway.

    Is -res really important for a damage dealer on teams?

    Let's assume for a second that, on average, a BS/SD deals 180 DPS and -15% resistance(Achilles' proc), and a DM/SD deals 220 DPS. Besides you, your team deals 600 DPS and -60% resistance.

    BS/SD = 780*1.75= 1365 DPS
    DM/SD = 820*1.6= 1312 DPS


    Conclusion: Depends on team make-up. It's pretty close.
  7. I only TF with my 50's and I don't see the need. S/L is so much more common than N and energy attacks are generally less damaging than S/L attacks... That getting extra HP, Recharge, and Regen instead of the E/N softcap yields better performance, IMO. You still have pretty decent neg energy resistance for what you're facing, and 32.5% is enough for my tanker, but YMMV I guess.

    Your recharge isn't as high as you think it is(and you could get more than 17.5%, about double). The further you get from perma Hasten, the less benefit Hasten gives you, keep that in mind. Also, Energize really benefits from high recharge, considering the regen buff+heal it gives you(Basically more recharge=more HP/sec). BU+Lightning Rod also really benefits from high recharge.

    There's the issue of accuracy too, as with that accuracy you won't nearly be hitting +3's(Apex,TM) at 95%.

    I'm sorry if I came off insulting/condescending in my post to yield that long of a response, btw.
  8. I would try to squeeze in an extra lotg, the FF proc in Foot Stomp, and give the achilles' heel proc and a purple proc to Laser Beam Eyes.

    Together with the spiritual alpha you should be golden.

    http://www.cohplanner.com/mids/downl...49FE01CA0EFE37
  9. Quote:
    Originally Posted by Vanden View Post
    I looked at Nova. RotP: ≈222 damage. Nova: ≈300 damage.
    Strange. In its average damage you see 222 damage, but in the description you see 3 ticks(not chance based ticks) of 111 damage.

    Edit: Even if it might do less base damage, it still recharges faster, and would do above blaster level damage if used by the ever so popular SS/FA brutes, with great buffs instead of a crash.
  10. Quote:
    Originally Posted by Vanden View Post
    Nothing you can't already do by just letting the enemies kill you first.

    Also, Rise of the Phoenix: not stronger than a Blaster nuke.
    EDIT: Unless the real numbers lie.
    Which numbers are you looking at? Inferno and Blizzard do more damage than RotP while all the other nukes do less damage than RotP.
  11. The team UI was fine before and there weren't any complaints, so I don't get why they made this change. Anyone know? Did they try to make the UI look more similar to that of the "other game"?
  12. I agree with the DO's/SO's thing.

    One of the things I like about AE is the fact that enhancements are not a pain to get. While leveling up got easier(Patrol XP), getting enhancements didn't. IO's are there, but getting IO's takes too long if I'm with a team.

    As for titles, I see nothing wrong with making them available to everyone. But maybe make the ones who aren't related to your origin a mission arc reward(A good mid-level origin related mission arc). This will encourage players to do good content(not AE farms/radio/newspaper) and make the titles available to all, so it's like killing two birds with one stone.

    I agree with the veteran attacks and starting contacts as well.
  13. One thing to consider, is that Fiery Aura's self rez does blaster nuke levels of damage. Add damage buffs into the mix(fury, rage), plus the fact that a self rez recharges faster than a nuke, and you end up with overpowered.

    That means further tinkering with the self rez power is needed(to make it do less damage while alive and full damage while dead), which equals more dev time.
  14. I think it's a combination of these reasons:

    1. It could be difficult to implement, having a power that does two different things depending on your dead or alive status.

    2. Balance comes into the equation, as the control/damage and self heal in those rezzes may be too powerful if you could fire them whenever they are up.

    3. There's not enough demand for it. I can't remember seeing this suggestion before.


    So, it's a "It might be cool" suggestion, which would likely give devs a headache. So it's a no from me.
  15. One thing that hasn't been mentioned, is that BS can give -resistance to a team, whereas DM cannot.
  16. I would rather have recharge and HP on my elec armor builds than softcapped E/N defense.

    I don't fight Reichsman often enough to make this necessary.. and if I do, I'm 1 purple insp away from the softcap on my tank anyway.

    If you think you need something for one particular battle, and getting that something sacrifices your overall performance in most other areas, then maybe you should consider making this your secondary build.
  17. Auroxis

    Rework GMs

    There is a nice big thread suggesting ways to make GM encounters more fun: http://boards.cityofheroes.com/showthread.php?t=228186

    /signed on this one as well.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    You should never put people in a situation where they have to pick between fundamental concept aspects and raw performance. You should not put people in a situation where their concept is "wrong."
    Really sums up well how I feel about this.


    This will do far, far more harm than it will do good. It's a bad way to make origins meaningful, and a good way to anger your customers.
  19. IMO the best would be /Fire, followed by /SS and /Elec.

    Fire gets two large radius high damage AoE's which recharge relatively quickly.

    Super Strength gets Rage and Foot Stomp, and Rage gives your Epic Pool AoE's more oomph.

    Elec gets Lightning Rod which is guaranteed to give you high levels of satisfaction when executed. You also get some lesser AoE's in Chain Induction and Thunder Strike(Jacob's Ladder is also an AoE but it usually doesn't hit more than 1-3. I view it as more of an ST attack).
  20. Fire Blast is the best for straight up killing things. However, with my play style which is large teams only(with the occasional solo tips), I find Sonic Blast often has a slight edge due to the -res component. This is particularly the case in those pesky long AV battles.

    /Mental is superior to /Fire IMO, because /Mental's AoE heavy hitters usually hit more enemies, and you get access to Drain Psyche. Keep in mind this is also dependent on play style.
  21. I agree that just looking at DPA doesn't come close to giving you the whole picture(but you probably know that). Optimal attack chains, procs, damage buffs, are all more important things that should be taken into consideration.

    Appreciate the effort though, it was an interesting read.

    If you haven't seen it yet, take a look at this thread: http://boards.cityofheroes.com/showp...79&postcount=1
  22. Those numbers really don't show the whole story. Unlike damage bonuses you can get a lot of recharge from Hasten and set bonuses, often enough to get your optimal attack chain without needing spiritual.
  23. Going for 45% S/L defense is great with Elec Armor, but going for the softcap on anything other than S/L is usually a waste, and the slots would better be spent getting more recharge, HP, and regen. Recharge in particular is something I see lacking in your build, as Elec/Elec really thrives on high recharge(Lightning Rod, Power Sink, Chain Induction, PPP/APP AoE attacks like Ball Lightning).

    Other notes... Lightning Clap is a bad power(KB is bad 95% of the time), and Energize needs more slots.
  24. I think it's important to be careful with things like these. If people start commonly running +4 teams, casual players who place less of an emphasis on min/maxing and more on just having fun will be left out. If people are constantly running -1 because it yields the best rewards, it won't be fun after a while because stuff just dies too fast.

    Maybe we should give time for the incarnate system to really take into effect, as people might start running TF's at +1. Same challenge as before but with more prestige/xp/influence, and the casual players don't get left out.
  25. Quote:
    Originally Posted by Oedipus_Tex View Post
    Given that Archery has no special debuffs and Fire Control exists for that "other" supposedly low-ish damage AT, I think Fire Blast will be ported as is.
    Archery has controls in Explosive Arrow(KB) and Stunning Shot(Stun). Stuns/Holds for blast sets get their highest duration values on defenders.