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Posts
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For enhancement values, I'd go with 4 Acc/Dam/Recharges from different sets, and 2 Heal/Endurances from different Heal sets.
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Looks ok for PvE. A few things that should be changed.
I'd drop Ring of Fire in favor of Fire Blast if you're planning on venturing into PvP zones, but you should be able to hold your own at least. Don't expect to walk in and own the zone with this build though.
Also, if you want to PvP, I'd consider swapping ALL of those Touch of Death sets with Mako's Bite. Simple reason: Ranged damage rules PvP. If those people kiting you occasionally miss you might stand a chance. Same reason I suggested picking up Fire Blast instead of Ring of Fire, you want to have something you can hit those ranged ATs with, or you're a sitting duck. Slot it with Decimation for another 6.25% recharge bonus.
For the most part, defense on a regen is kind of pointless in PvP, because you can't really get enough of it to make much of a difference against all the accuracy bonuses and buffs your opponents will have. That said, ranged defense will serve your purpose better than melee. A melee opponent you can probably kill before they kill you through damage output, a ranged opponent will hit you with impunity most of the time while you're chasing them around (they WON'T hold still and let you wail on them, I can guarantee that) so a little bit of ranged defense would help here. AoE isn't used too often in PvP so you shouldn't have to worry about that so much.
Ooh, I just noticed something. Take Integration MUCH sooner than level 24. You get Quick Recovery at level 4, you don't need Stamina at 20 and can push it back to 30 or 35.
One last thing: Take Moment of Glory. It is an AWESOME power, and should be taken at level 38. It's 15 seconds of invincibility that you can use every minute or so with enough recharge in it. It really is that good, trust me, I have 93 levels of regen scrappers under my belt, one of which I have been playing for over 4 years now. MoG used to suck, now it is one of the best powers in the set and should be taken ASAP.
I'll post what I would do with that build when I get home from work today. -
Quote:Did you pay attention when you slotted those enhancements? You know, before you turned off the prompt that pops up. Did you actually READ the prompt before you closed it?The title pretty much says it all.
I often find myself having to discard significant enhancements when doing a respec due to there being no room for me to keep them. I think with all of the changes that COH has endured over its tenure, it is time to upgrade this area of the user features.
It is a very simple addition as well....Simply copy and add another tray below the current tray provided after completing respec. (no 6 month wait or programming red tape).
Additioinal benefits would be players having to spend less influence at WW due to keeping usually discarded enh. Allowing them to potentiallly earn more influence with having saved more enhancements, which in turn may have a positive impact on the overpriced WW market.
No brainer to me folks/devs. Let's do it. Every player would not have a problem with this for it has or creates no detriments.
Thx
It says "This enhancement will be LOCKED into this power. Do you wish to proceed?"
Enhancements are intended to be permanent, which is why the devs have said (on a few occasions) that allowing us to keep 10 is being generous.
Also, do you do any kind of programming with the exact game engine and tools the developers use? I doubt you do. Until you DO work with the devs' tools you have no way of knowing how easy something is or isn't. Various devs have told us over the years that a lot of things that sound like they'd be easy to do are actually very complicated and time consuming. You make it sound like the entire game is a copy/paste Microsoft Word file. It's not.
You're right about it being a no-brainer though.....just not in the way that you meant. -
Quote:Gotcha. So beating 50+ people will get one drop. Seems like there's a good enough reason for those prices now that I realize that.
Not necessarily the case.
It's a random number generator. You could get a PvP IO drop on your very first kill ever.....or you could make thousands of kills and never see one.
I PvP on a somewhat regular basis, and I've never gotten one. If I DO get one, it will most likely be sold to fund my build, since you can hit influence cap on selling one of them if it's the right one. -
I believe the Achille's proc and the Gladiator's Fury proc WILL stack though. (Gladiator's Fury is a PvP IO that does the same thing as Achille's Heel, only in PBAoEs)
Since I can't afford teh Gladiator's Fury, I haven't tested this, but it seems like it would stack. -
Quote:Well, let's look at that here.The "AoE Stun + AoE Immobilize = AoE Hold" idea quite honestly comes off as Cryptic-era thinking. I know where you're coming from, but I feel it's irrelevant, because Stuns are already 90% as good as Holds. Yeah, Tenebrous Tentacles can help, but only marginally.
An AoE Immobilize keeps things right where they are, in other words, gathered up perfectly for AoEs.
An AoE Stun keeps things from doing anything, so you are safe from attack while the stun lasts, but things will wander around out of AoE damage range.
An AoE Hold does both of those things, it prevents the spawn from moving, and it prevents the spawn from doing anything.
So, if you combine an AoE Stun with an AoE Immobilize, it has the same net effect as an AoE Hold. Fire Control players use that tactic frequently in order to keep a spawn within Hot Feet's damage radius, because the AoE Hold in the set has a MUCH longer recharge than the combination of Fire Cages and Flashfire.
So, if Dark Blast were ported over to blasters exactly as it is, I can see Dark/Fire being a popular combination. You'd have the AoE lockdown potential in Dark Blast combined with the PBAoE damage in Fire Manipulation. Blazing Aura and Hot Feet aren't that great on their own. But if you can prevent a spawn from doing anything while they tick away, you can focus your attacks on the Lieutenant that avoided being stunned, while your damage auras kill off all the helpless minions. -
- You stop to read a plaque near a historical site and ask a passerby if they know where the rest of them are located.
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I'm fond of my Sonic/Devices.
It's an under the radar not-horrible combo. It doesn't have quite the same level of performance as the go-to blaster combos, but it can hold it's own in a zone.
Just sayin', if you want a less common build that will get some kills, it's not the worst choice. -
Quote:Most ranged Ice attacks have a smashing component as well. So if your Cold defense isn't better than your Smashing defense, some enemy types may give you problems (mostly CoT and Crey Ice Tanks in the higher levels).I wouldn't worry much about ranged and AoE smashing. If I were doing a Katana/Willpower, I'd likely just leave that as a hole in the build. The main attack I'm thinking of is the thrown rock smashing you over the head (Super Strength Hurl). There are certainly others, and I haven't done any sort of statistical analysis, but ranged and AoE smashing at least feels infrequent to me.
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Quote:I'd like to see Life Drain converted into, or replaced by a ranged version of Follow Up if it gets ported to blasters. Blasters probably are never going to get a true self heal power, and I surmise that that is precisely the reason they don't have Dark Blast yet.I really like the idea of increased damage on Life Drain. Its the EXACT thing I thought of when Kendai and I were discussing Dark Blast. Another idea could be to add a Self +dam to it.
I would also agree that the set as a whole needs work, as I can only see myself taking Dark Blast, Gloom, Tenebrous Tentacles and Nightfall from it. Moonbeam, Dark Pit, Torrent, Life Drain and Blackstar are each barely worth a power selection and entirely skippable. Though in the case of Blackstar I would add that this is because I've found the nuke powers underwhelming in general and completely outclassed by Shield Charge and Lightning Rod, but that's another rant.
A lot of the blast sets are relics of an old design philosophy, now becoming increasingly irrelevant in the game City of Heroes has become, and Dark Blast is a prime example.
Screw the damn cottage rule and buff/modify/upgrade Dark Blast.
Also Devices.
The amount of debuff/control that Dark Blast has could be problematic as well. Dark Pit + Tenebrous Tentacles is a de-facto mag 2 AoE hold (Like I said before AoE Stun + AoE Immobilize = AoE Hold), and just about every power in the set does -tohit as a secondary effect. If and when Dark Blast ever gets ported to blasters I fully expect Dark Pit and LIfe Drain to not make the trip with the rest of the set.
On your second point, Devices is fine. One power in it needs to be looked at (Time Bomb), but there is nothing in need of fixing with the set as a whole. It is perfect for players who prefer to avoid melee on their blasters, and has abilities no other blaster secondary has. -
Quote:if you can get it to have 45 pts of KB and at least 50% dmg slotted id use it in ur chain.
45.5 points and I think it's slotted for a 68% damage boost. Whatever 6-slotting Kinetic Crash gets you at level 50.
It's probably going to be in my chain anyway.
Power Bolt is getting slotted for set bonuses and probably removed from my tray for PvP purposes, leaving me with Power Push, Power Blast, and Power Burst for my secondary's ranged attacks. I'm on the fence on whether I'm going to take the snipe or not, probably going to depend on if I have a power pick open or need another 7.5% recharge bonus.
I haven't even begun planning a build beyond looking at what the powers do. The character is only level 16 right now. -
Quote:Heh, I was just remarking on the fact that every build I recall seeing in the PvP section had me going: "You seriously spent THAT much on ONE character?!"Yeah, blasters can be effective with just SOs so long as you've got your HP accos (although it is wise to get enough KB IOs.) That being said, 10 billion influence is not ridiculously expensive if you want to toss in all the PVP IOs that can boost a build's recharge, range, and +HP's.
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One Lightning Field won't keep them completely drained, but two might, if the mob is drained by Power Sink first.
I actually don't recall ever having had two blasters with Lightning Field on a team at once in orer to answer this question. SO, once you find out make sure to stop back in and let us know how it goes. -
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Quote:Claws is the only weapon set I can play with Regen, because the redraw is so fast as to barely be noticeable.
I hear ya on Regen. The set is just too damn clicky for me, and with it causing redraw on claws, I've never understood how anyone can tolerate it.
Besides Bill, you've seen my Claws/Regen in action before, in any SANE situation he's damn near unkillable. (+4/x8 is NOT sane, for any character)
The thing I like about Regen is the fact that skill and timing actually have an effect on your survival. If I'm on my game I can do some crazy stuff, if my timing is a little off I tend to faceplant a lot.
My advice: Learn when you DON'T need to hit your heals. If you have a little bit of defense a lot of times your passive regen will see you through the fight, leaving your heals for when you REALLY need them.
Caveat: You WILL die a lot while you're getting this down.
I've been playing my claws/regen for a LONG time against every enemy type in the game, so I know what he can do against them all. However, I collected all but the last debt badge while learning all of that. The downside is it's not something you can really teach, only learn. -
There is now an option to turn all power effects off with /Regen, /Willpower, and /Invulnerability.
There seems to be a bug right now that automatically sets Integration to "No FX".
I didn't notice myself because I set all my powers to "No FX" anyway. -
Damage first, then proc.
To see proof of it in action, slot an Achille's proc in Slash (from Claws) or Gambler's Cut (from Katana). Normally, both powers do 2 ticks of equal damage, but when the proc activates the second tick will do slightly more. This is because the proc activates simultaneously with the first tick, and their resistance is reduced for the second tick.
Actually, I guess neither is correct, and the damage and proc are applied at the same time. -
Yes to all of this.
Let us use two patterns simultaneously, and let us use a third color. -
Quote:Well, the problem with Dark Pit (and why blasters will probably get something else in it's place) isn't the fact that it's a no-damage stun, but rather the fact that it is part of a set that also includes an AoE immobilize. Ask any Fire Control player: AoE Stun + AoE Immobilize = AoE Hold. Probably explains why Dark Pit is only mag 2 instead of mag 3, if it were mag 3 a Dark Miasma/Dark Blast defender would have just as much control available as a Fire Controller.That's the problem with it: context. It's the fourth power in the set, just after a snipe and right before an AoE immobilize. This leaves Dark Blast ailing for more attacks (well, correction: attack in the singular) for a good number of levels. It's also only mag 2, making it only effective against minions. When combined with the accuracy penalty, this makes it pretty lame at both the low levels (where stunning decently large groups of minions might be worth it if you could hit them) and at high levels (where stunning minions, while not useless, is definitely more situational). And that's on top of the long recharge and small radius. I know you can theoretically stack it with something else, but that highly depends on what set you pair it with or who you're teaming with.
Blasters are also very unlikely to get Life Drain in any form. No blaster set has a true self heal in it, apparently by design, and I don't expect that design to change. (No, Drain Psyche is NOT a heal, it will not keep you alive when you have a sliver of health and are taking damage)
Dark Blast has a slew of problems that will impede it being proliferated. I will be VERY surprised if blasters get Dark Blast as-is. -
Just a quick question here.
I have a Mind/Energy Dom I'm planning on dabbling in PvP with.
According to Mid's, at level 50 6 slotted with Kinetic Crash Power Push has a mag 45.5 knockback rating.
I'm slotting Power Push with Kinetic Crash anyway because I need the recharge bonus, but at mag 45.5 KB is it worth using?
Thanks in advance to anyone who can answer this. -
Quote:Nope. Energy is best by far. Go check the pvp forums for a build.
Just be warned: Any build you get in the PvP section is going to be ridiculously expensive. Hope you have 10 billion sitting around. (I'm not kidding, they don't know what the word "budget" means over there) -
Ask in the PvP section.
They give good advice, but can be harsh, so wear your asbestos longjohns. -
Quote:Ultimate Minmax?Just wanted to say that I pretty much agree with everything Aett, Dechs, and Spit have said. However I would like to add that I think being able to mix and match powersets from AT's would lead to less diversity as build nazi's would seek out the ulitimate minimax in sets.
Stone Armor/Sonic Attack.
Unkillable Granite form combined with an attack set that counteracts Granite's -Dam debuff by it's very nature? Focus all your slotting on recharge bonuses and you just made the best tankmage this game would ever see.
Granite's -Speed wouldn't even be a factor. It's only a disadvantage currently because all the sets you can pair with Stone Armor require you to be in melee, forcing you to move in order to attack. If you could pair it with a blast set that counteracts two disadvantages of Granite by being ranged and having a resistance debuff effect to balance out the damage debuff you could clear a room without ever moving, making the speed debuff irrelevant.
That's just ONE combination of powersets that would be broken, there are tons of others. -
Quote:Sure, they can open up all the travel pools for Kheldians, but that would probably involve making them spend a power pick to get what is currently inherent.
Ok, in all seriousness I can see why devs gave them the lockouts on the power pools but in practical terms I think opening up the Teleport pool for PBs and the Flight pool for WSs would be a fair and equitable method for handling it.
Now, if you had to spend power picks on Flight and TP with Khelds and were STILL locked out of the opposite pool I'd be calling foul myself, but since you get them for free I feel it's a pretty fair trade.
So, I guess it's not really a FREE power after all. Instead of costing you a power pick, it costs you the opportunity to take the opposite's power.
Personally, I hate Teleport anyway. If I could choose to get, say, Super Jump for free on a character in return for never being able to take Teleport I'd take that trade in a heartbeat.
