Auroxis

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  1. Auroxis

    An Inquiry

    Quote:
    Originally Posted by Signpost View Post
    The biggest change: Alpha slots.

    Second change: Scrappers got PPP pools, brutes got APP pools. (benefits non-weapon sets)

    Third change: Brute fury damage cap reduced, easier to maintain fury.

    Fourth technically note: Kinetic introduced.

    Fifth, I'm almost certain that the single target blasts in the scrapper APP were buffed. (benefits non-weapon sets)
    Alpha doesn't matter that much as everyone can get it. The only place it matters a bit is with the musculature alpha, as it makes a small difference where powersets/AT's that rely on +damage to get their DPS numbers benefit from musculature less.

    I would like to see KM on the list, but I hear it isn't all that good(For PvE anyway).

    The fury change didn't seem to make much of a difference on DPS numbers, and the APP addition to brutes didn't make any difference at all for ST DPS.

    The biggest change does seem to be the addition of PPP pools to scrappers, as Dark Blast seems to pack a punch and could easily fit in an attack chain.
  2. Auroxis

    An Inquiry

    Quote:
    Originally Posted by Signpost View Post
    Well, other than the fact that the thread is horribly outdated..
    I didn't realize there have been major balance changes to the attack sets during the last couple of years.
  3. Auroxis

    An Inquiry

    Take a look at this thread: http://boards.cityofheroes.com/showt...79#post1035379

    Bill Z Bubba has a very good analysis of the best attack chains and the DPS potential of the different melee sets.

    What I got from that thread is that, IMO, Katana and Dual Blades have the highest ST DPS potential, due to their good DPS and the procs you can slot in their top attack chains(Achilles' Heel and 2x purple procs in particular). DM/Shield with 10 targets will still be better for ST DPS, but it won't thrive when facing less enemies and it won't provide -res to the team.
  4. I never turn down a stalker in favor of a scrapper. At least when I pick Stalkers I know what to expect, and that is bosses dying very quickly.
  5. I remember reading in another thread that Cold's Benumb can weaken PToD somehow.
  6. Quote:
    Originally Posted by _Elektro_ View Post
    Hmm... alright that's a valid point. The problem I'm seeing with the Alpha system is Spiritual is by far the most popular alpha. Each of my 50's started with something else in mind, now they are all Spiritual.

    It looks like this guy might be as well... But I agree it is a big help to get more recharge going....



    Excellent. Thanks for letting me know.
    For situations like the ITF where defense debuffs and lethal damage is rampant, It's still a good idea to grab the tier 3 cardiac, as that gets you to about 85% S/L resistance. You can then grab a 5% Lethal Resistance base empowerment buff(grab the +20% recharge one while you're it) which should last you the entire ITF.
  7. Can't really beat Kin/Sonic for multiplying team damage. The only issue is when you have another kin on the team, as kins don't really stack as well as other primaries.
  8. How many points for blasting instead of waiting for health bars to drop/buffs to recharge?
  9. I see no reason why they shouldn't profilerate thermal, but there may be some factors I'm not considering.

    Fire Blast i'm not too sure about. It's all about damage and has no debuff/control powers what so ever(Maybe RoF), so not very defender'y.
  10. Quote:
    Originally Posted by Chazzmatazz View Post
    . -50 style points for Healing Aura on auto (outside of a Hami raid), the true flag of a misguided (or just lazy) empath.
    This is why I have health bars turned on for hami raids. It lets me see people with low health that aren't on my team, and safely heal them from afar when needed. Gives me more time to blast(more achilles' heel proc checks).
  11. Auroxis

    Ice Armor

    Quote:
    Originally Posted by AWRocketman View Post
    As the aggro king, does Ice need Taunt or can it rely on it's two auras?
    Taunt is still great IMO. The two taunt auras will let you easily take aggro from those SD scrappers, but that's about it in terms of threat generation. I use taunt to get mobs off of softies, pull AV's, and to keep ranged mobs on me without moving. The taunt auras don't let you do that.
  12. It's not true that characters either have enough DDR that defense debuffs don't make a difference, or don't have enough DDR that 3% buffer defense won't make a difference.

    Maybe SR with great slotting can get 95%. AFAIK other primaries can't. How much DDR can SD get?
  13. Quote:
    Originally Posted by _Elektro_ View Post
    Yea, I think it will be fine.

    I have played around with the incarnate cardio alpha and it works really well with this build.

    Thanks for the suggestions.

    Again though I'm still wondering if anyone knows if you do a strike task force, and you are not incarnate yet, do you get Essence of the Well? Or do you have to be incarnate?
    I would personally suggest going for spiritual instead of cardiac. Cardiac by itself won't get you to 90% S/L resistance. One orange insp will get you to the hardcap without cardiac, assuming heavy resistance slotting on Charged Armor and Tough.

    Spiritual gives you a faster recharging Energize, Power Sink, and Lightning Rod. You also get more healing and regen out of Energize.
  14. I see in your sig you have a level 47 Inv/EM Tanker. Have you given up on your invuln tanker? Or did he reach 50 and you just wanted to try out granite?

    Invuln is, IMO, the second most survivable tanker. Just as strong as stone against S/L damage, and against more exotic damage types you can use IO's to get your defenses up. You won't be as survivable as stone, but you'll be pretty close and without the drawbacks of granite+rooted.
  15. Defense buffing characters will find use in Nerve. So will characters with SR/SD/EA as their armor set, in certain defense debuffing situations(ITF, Apex TF 2nd mission).
  16. Healing is an important part of an Empath's arsenal for sure, but the further you go up in levels and build investment, the more important your buffs become.

    Fortitude is a good example, as empaths with very high recharge can keep Fortitude on 6 teammates at once, which grants them FF bubble levels of defense, great +ToHit, and solid +DMG. And then you have AB, which can give enough recovery to overcome nuke downtime among other awesome stuff(+100% rech(!), tons of regen, slow resistance). With some recharge bonuses you can make AB perma.
  17. Your current F/C defense is 1 purple insp from the softcap, and that's all you really need. If any changes were made to that build they shouldn't go towards more F/C defense IMO.
  18. I love Elec Armor, especially when you layer defense on it, and Katana does just that.

    I have this top end Kat/Elec build laying around, mind as well post it ITT. It's pretty expensive and I don't expect anyone to go for it, but it serves its purpose of showcasing Kat/Elec's lategame potential.

    http://www.cohplanner.com/mids/downl...AACD7F8293E7F0
  19. Quote:
    Originally Posted by Emgro View Post
    Shouldn't Dark be pretty solid for it? Decent toxic resist, good resistances across the board, easier to buff defense than some sets, and resistance to slows and end drain. Plus, Dark's end issues aren't as bad when you aren't running Death Shroud/CoF/OG (none of which affect him in any meaningful way).
    Dark would be ok, but it won't be at the top end. You'll need help/insps to reach the resist cap, and your resist hole happens to be among recluse's heavy hitters. The kinetic dampener temp power helps here as well. Toxic isn't that common on recluse, and the red tower buff doesn't give his toxic attacks more damage.
  20. Quote:
    Originally Posted by UberRod View Post
    So how does Willpower stack up against Recluse?
    You'll have to rely on oranges and the kinetic dampener temp power to keep your resists high, but your main problem is Recluse's end drain which you have no resists to. For defense you have the same issues as most other tankers, which can be solved with teammates, IO's, and purple insps.
  21. Quote:
    Originally Posted by Bosstone View Post
    Conversely, end reduction also chops off a LOT more EPS than it would for toggles.
    One thing to note, is that EPS for attacks only matters when you fight. EPS for toggles matters when you're fighting and when you're moving from one mob to the other.
  22. Quote:
    Originally Posted by New Dawn View Post
    Someone saying about how bad Elec tanks have it, prior to any knowledge on say dev oversights for the sake of pvp etc one could of tried tanking LR for suppression or channel gun and resisted the end drain rather than sit there taking smash and lethal.
    Elec is actually one of the better primaries for recluse tanking. I'd rank it behind Stone and Invuln.
  23. Quote:
    Originally Posted by Enamel_32 View Post
    Well the thing is that fire melee benefits from fury more than it does for crits, so I'm pretty sure FM and DM are a lot closer for brutes.
    Indeed it is.

    Take a look at Bill Z's "The Results are in..." thread, showing and comparing the ST DPS potential of brute and scrapper primaries: http://boards.cityofheroes.com/showp...79&postcount=1

    As you can see, when comparing DM(w/10 targets) and FM, for Scrappers it's about a 30 DPS difference, and for Brutes it's a 10 DPS difference. Add more damage buffs to the mix(OP is teaming with a kin after all) and it would be pretty close.
  24. Quote:
    Originally Posted by Forbin_Project View Post
    No one "has" to respec just because Fitness became inherent.
    Where did I say you have to respec?

    With inherent fitness, more people are using the respec system, and therefore more dev attention should be spent looking at the respec system.
  25. Quote:
    Originally Posted by Silas View Post
    Rad/Dark is a good combo, as just about anything /Dark is. Rad does bring -def to the table, which /Dark is lacking and has pretty good damage. As you say, its mostly overlooked because Fire does so much more damage.

    I'm not sure what you mean by the debuffing factor of Rad helping your survivability though. Rad debuffs defense, which makes it easier to hit the enemies. That doesn't really factor into your survivability, except for making it easier for your /Dark debuffs to land I guess.
    Rad/ is very good for soloing, due to the stun component in Cosmic Burst. Only other primary containing a mez in a high damage attack is Ice/, and Bitter Freeze Ray doesn't have nearly as much DPA as Cosmic Burst does.

    Stack Cosmic Burst's stun with Oppressive Gloom's stun from Dark Mastery(which rocks on corrs due to Soul Drain), and you'll have an awesome Corruptor for soloing.