Auroxis

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  1. I'd just like to say that from experience of playing a lot of Empathy and Sonic Resonance, Sonic is a far, far less cast time consuming buffer. Making it even less so would be absurd(aside from the shield cast time normalization I suggested).

    I don't find buffing tedious, it's a matter of preference of how you want to play. When I want to just blast and destroy mobs, I play my Blaster. When I want to defend my team and squeeze in blasts when possible, I play my Defender.
  2. I think it's reasonable for a SD tanker to get some buffer defense. However anything over 50% defense would be a waste.

    Take a look at your build and decide what you think you could use other than Defense. Recharge, HP, and Regen for example.
  3. One thing to note is that an SD/SS Tanker will get to the damage cap by himself very often, while the Brute will have a fair bit of room left for damage buffs even with fully slotted attacks+saturated AAO+double Rage+maxed Fury.
  4. Here's Auroxis's current build, to give you some ideas for slotting:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Auroxis: Level 50 Science Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Rchg:50(7), Dct'dW-Heal/EndRdx:50(9)
    Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(21), Apoc-Dam%:50(27), LdyGrey-%Dam:50(31), Achilles-ResDeb%:20(37)
    Level 2: Heal Other -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Rchg:50(9)
    Level 4: Irradiate -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Dmg/Rchg:50(15), Armgdn-Acc/Rchg:50(21), Armgdn-Dmg/EndRdx:50(27), Armgdn-Dam%:50(31), Achilles-ResDeb%:20(37)
    Level 6: Resurrect -- RechRdx-I:50(A)
    Level 8: Hover -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(17), Zephyr-Travel:50(17), Zephyr-Travel/EndRdx:50(34)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+:50(37)
    Level 14: Fly -- Srng-EndRdx/Fly:50(A)
    Level 16: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(25), Ksmt-ToHit+:30(39)
    Level 18: Recovery Aura -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(19), P'Shift-EndMod/Rchg:50(19), RechRdx-I:50(36)
    Level 20: Clear Mind -- RechRdx-I:50(A)
    Level 22: Assault -- EndRdx-I:50(A)
    Level 24: Vengeance -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/Rchg:50(36)
    Level 26: Recall Friend -- Winter-ResSlow:50(A)
    Level 28: Cosmic Burst -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(29), Apoc-Acc/Dmg/Rchg:50(29), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(33), LdyGrey-%Dam:50(40)
    Level 30: Super Speed -- Run-I:50(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal/Rchg:50(34), Dct'dW-EndRdx/Rchg:50(34), EndMod-I:50(42)
    Level 35: Regeneration Aura -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(39), Dct'dW-Rchg:50(45), Dct'dW-EndRdx/Rchg:50(45)
    Level 38: Neutron Bomb -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(40), Posi-Acc/Dmg/EndRdx:50(40), Posi-Dam%:50(43), Achilles-ResDeb%:20(45)
    Level 41: Power Build Up -- HO:Membr(A), HO:Membr(42), HO:Membr(42)
    Level 44: Temp Invulnerability -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(46), TtmC'tng-ResDam/Rchg:50(46), Aegis-Psi/Status:50(46)
    Level 47: Electron Haze -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Dam%:50(50), LdyGrey-%Dam:50(50)
    Level 49: Force of Nature -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50)
    Level 2: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(43), P'Shift-End%:50(43)



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  5. IMO, the TF's don't skew in favor of one tanker, and all of the primaries have their strengths and weaknesses manifested. Maybe Elec Armor edges out Dark Armor in this one(due to energy damage), but the rest of the primaries keep their position in my survivability ladder(Stone>Inv>WP>DA>ElA>SD>FA).
  6. Elec for survivability, Fire for offense. The differences aren't that major though, and you'd probably be best off going for whatever looks cooler to you.
  7. Posted this Kat/Elec build in another thread, awesome all around and very DPS'y.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Musculature: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor

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  8. Decided to make a Kat/Elec build based on positional defense rather than typed defense to see how it works out.

    It turned out rather nicely as I met most my goals: Softcap to Lethal/Melee with 1 DA, softcap to Ranged/AoE with 1 purple, top Katana attack chain with the best procs available, and end stability. Made to go along with the musculature boost, so the DPS should get close to 300 with the very rare boost, if applying DA isn't needed(which should be often on teams).

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor

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  9. Quote:
    Originally Posted by Exxar View Post
    I'd always go for positional defense on ElA toons because sets that give positional defense usually give global recharge too. And that's what you want on your ElA toon, and in bucketloads.

    EDIT: Ok, I exaggerated it a bit. Obliteration gives both defense and recharge, and that's about it I think. But that's enough.
    Considering that you also want to get Obliterations when going for S/L defenses on an Elec Armor, that's not really saying much.

    I'm going for S/L def on my Brute, and I went for positional def on my Tanker.
  10. I don't see the need for it.

    1. How many people actually read the CoH manual, anyway?

    2. If you need to read the manual, you're most likely a new player and your character won't be optimized to face purple cons.
  11. Invuln is a good choice if you don't plan on investing in IO's, as it's the most durable secondary available to scrappers.

    SR is also a good option as it's the cheapest to get durable, and you get some extra recharge out of it as well.
  12. It's not tedious to me either. It's only a bit tedious when I'm used to playing a cold and then start playing a FF'er, as the rebuff downtime is almost double.

    I think the best and easiest thing to do would be to make all the shield buffs the same in terms of cast time. Make it a short cast time, like Cold and Thermal's cast times. I don't think FF and Sonic are at risk of becoming overpowered because of that.

    While we're at it, make Speed Boost's cast time match that of two shield buffs, and make its duration the same as shield buffs.


    I can't see any harm in that, and all the buff sets will have a more familiar and comfortable feel as you play them.
  13. Quote:
    Originally Posted by Lycanus View Post
    wait, we have info on the very rare boosts?
    http://goingrogue.eu.cityofheroes.co...lpha-slot.html

    The description on the Rare and Very Rare boosts states that "This power also applies a level shift"
  14. Yes let's outlevel all of our endgame content. Great idea.

    Edit: There's a way it could be done, and there's some speculation that it's in the works. Head to the Alpha Slot information page on the official site, and take a look at the description of the very rare boosts.
  15. Fire has the highest ST damage. Sonic has less DPS even with all its -res on the target, and only gets better than Fire if your teammates are focus firing one target for more than several seconds.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    I wish any time someone brought up a personal take on things, people wouldn't just dismiss it altogether.

    I'm pretty much in agreement with most that are fine with how it is, but...

    I have wondered if it would be okay to bump the duration of those 4 minute shield powers to 5 minutes or 5-8 minutes.
    While one extra minute may not seem like a lot, I think it could offer just enough time to subtract a little bit of the borderline tedium some players feel from the 4 minute timers.

    Going up to 8 minutes... I'm not so sure.

    I don't think the effects of the powers would need to be lowered with such an increase (at least, not for a 5 minute duration).

    Any thoughts/reasons why a slight increase would be bad? (not saying it should or shouldn't happen, but I, personally, could see value in it, at a glance)
    If you increase it by a little it likely wouldn't matter as people will either want more or not care.

    If you increase it by a lot then double buffing and cast time per minute becomes a potential balance issue, which isn't something a dev wants.

    I'm all for making SB in line with the shield buffs duration and increasing its cast time in return, but you honestly don't want the devs to take a look at kinetics.
  17. A Rad/Rad shouldn't have a lot of issues once your build settles. Cosmic Burst to stun and attack, AM to resist the mezzes and end drains, debuffs to use against the bosses/EB's/AV's.

    Sure you won't be soloing large spawns like a scrapper, but for running tips you should be fine.
  18. Auroxis

    Elec / ?

    Quote:
    Originally Posted by Syntax42 View Post
    I think I will go with /Dark for the self-healing. None of the other secondaries offer anything substantial for tanking AVs. Tanking standard groups is trivial with defense buffs and the good resistances Electric Armor provides.
    Kinetic Melee offers -DMG debuffs for AV's, if that's what you're after. Elec Armor already has a good self heal.

    It has pretty good synergy with Elec Armor overall, with the +recharge and damage aura working well with Power Siphon and Burst(which works well with Elec Armor due to the AoE mitigation).
  19. Auroxis

    Elec / ?

    Quote:
    Originally Posted by Smersh View Post
    I was planning on dumping and ignoring defense entirely, choosing instead to rely upon 90% resistances and an 18% heal that's up every five seconds. That plus energize should, I think, outpace Recluse's damage.
    I doubt that's possible, but let us know how it goes.
  20. Auroxis

    Elec / ?

    Quote:
    Originally Posted by Smersh View Post
    Base empowerment buffs are unavailable during master runs.
    Question, how do you plan to shore up your defense for tanking recluse? 10% requires you to use a lot of purple inspirations to floor Recluse's chances to hit(you need 75% ).

    Sure you could base your entire build on resistance and get 90%, or you could just build your defenses up instead and carry one orange insp instead of two purples.
  21. Auroxis

    Elec / ?

    With a rare cardiac boost and a base empowerment buff you should be able to reach the hardcap without IO's.
  22. Quote:
    Originally Posted by Granite Agent View Post
    I'd like to hear more about your thoughts behind this. In my experience, my /SD toons way outsurvive my /WP toons (brutes, scrappers) on ITFs. The WP, even at soft-cap, still gets hit when surrounded and quickly goes down to Romans. The /SD can take more a beating due to DDR before failing and dying. At least that's been my experience, on my soft-caped Kat/WP vs. DM/Shield or Elec/Shield. Open to your thinking, though.

    Especially would like to hear your take on Invuln. I've seen many /Invuln scraps eat dirt quickly on ITFs. I'm still trying to figure out what benefits, if any, /Invuln actually offers over /SD, /SR, or /WP.
    Invuln has DDR and lots of buffer S/L defense alongside a massive HP buff. If you have an invuln at the softcap with 1 foe at range, it shouldn't have too much trouble at the ITF.

    Willpower, with the HP accolade bonuses and softcapped def should experience less issues than SD does. Once SD gets hit by a big mob in the ITF it goes down quickly even with DDR, as it usually doesn't have a lot of buffer defense and has less to fall back on than WP(Regen). You may have gotten bad luck with one character over the other, had better teammates, or even had a lesser build on the WP compared with the SD.

    Be sure though that with the HP mod of scrappers, the Invuln vs. WP vs. SD debate will be closer than on Brutes or Tankers.
  23. The influence inflation isn't a big enough problem to justify a suggestion like this, which would likely upset a large portion of the playerbase.
  24. Auroxis

    Elec / ?

    I love my Elec/Fire. Fast recharging PBAoE's with no endurance issues.
  25. Quote:
    Originally Posted by Hejtmane View Post
    I find the set lacking some what when I had it IO out to about 20% to everything it just did compare to /da or other sets. I enjoyed the ride alot on my db/ele I just found it no as robust end game. maybe I should go back and rebuild him with focusing on s/l defense as high as possible
    DB/Elec is my favorite scrapper combo, though admittedly its performance only really becomes apparent once you have a lot of influence invested in a great build, due to DB's very high recharge attack chain of BF-AS-SS-AS that can fit great procs and deliver great DPS, alongside Elec's awesomeness once you get your recharge and S/L def really high. IMO it's the combo with the highest potential.

    My favorite scrapper build here:
    http://boards.cityofheroes.com/showp...8&postcount=22