-
Posts
150 -
Joined
-
VS starts out perma (lasts 60 seconds, 60 second recharge) for both blasters and doms. It's...not useless. Kinda-sorta works as a 3rd ranged blast, and keeps firing even while you're mezed, but can't direct where it's attacking so might just be after the least threatening target while you're mezed, rather than the thing about to kill you. Or it might help kill the thing about to kill you, it's a gamble like that.
I have elec/*, and */*/elec, but no */elec, so not sure what would be good to skip, guess it depends on how much blapping you plan on doing (looking at it on mids, I'm guessing alot) Might be able to skip charged brawl, maybe lightning field...VS is skipable, though like I said it does have it's uses. Never really liked lightning clap on my brute, although distracting minions might be a little more useful as a blapper, particularly if you solo alot. -
Well as far as helping the team...
Tranfusion- heals anyone near your target, as well as draining it's end and debuffing it's regen some, so it's good for keeping melee alive.
Siphon power- makes target hit for less damage, and buffs your damage, and anything near either your target or you at time you cast it.
Increase density- status protection plus enhanceable smash/energy resist (couple slots will get it over 35%).
Speed boost- increases recharge of powers, provides extra end, and slow/recharge resistance.
Transferance - major end drain on target, plus fills up your end and those of any allies near you or the targeted foe.
Fulcrum shift- use it on a large group to damage cap your allies, also drops damage of all foes hit
Left over from those assets is siphon speed, increases your own movement speed/recharge while decreasing foe's, repel, a situational positioning tool, and inertial reduction, group super jump and your replacement travel power.
Now, of course you're not helping in the same fashion as a dark/dark, but you're certainly helping the team none the less. -
Quote:Honestly, */Poison is easily the worst secondary.
It still has a reputation but it hasn't been deserved for a long time. Its a very weak set that will leave you a lot weaker than many stronger MM builds. The stronger enemies in the game will not be significantly weakened by your poison debuffs. Even if you six slot your debuffs, any difficulty higher than standard will render them ineffective. Envenom and Weaken don't do anything noticeable to challenging enemies like named mobs -- the results will be they'll AoE one-shot all your ninjas and leave you high and dry since poison comes with absolutely no defenses at all.
Noxious gas is the only good power, and when its not up your mostly useless... also with Ninjas your T3 pet isn't melee, which means you'll end up having to micro it to get it to work as best as it can.
Ditch poison, replace it with anything but trick arrow. Traps or Dark are generally pretty sweet on anything.
[sarcasm]You're so right, posion debuffs are compleatly worthless. That's why on LGTF my nin/posion can drop 2 1/2 riders in the time it takes the rest of the team to drop one, and why I've had AVs drop in TFs before the rest of the team noticed they were in the group pulled [/sarcasm]
It's true that nin/posion is squishy (after all, you can only heal one at a time, and your heal is one of the worst available to any AT). It's also true that you lack alot of AoE goodness (ninjas only get a couple AoE attacks, and aside from neurotoxic breath and your t9 all debuffs are single target), but posion, and especialy nin/posion tears through single hard targets like tissue paper, especialy if you can get someone else to take the hits so the ninjas all stay alive.
Now kiwi, looking at your build, /posions posion trap is useless, even as a mule. I'd recomend picking up a personal attack and slotting it with thunderstrike instead. Also, I think you'll be getting more recovery sticking that extra slot in health and going with numina and miricle uniques. You're pets would be more effective frankenslotted, and achilies heel would be better off in joinin, although that would have the negitive side effect of dropping you from energy softcap, so guess it's your call if you think it's worth it. Not exactly a build wizard so nothing else really jumps out at me. -
Sorta, but it's stronger than normal vengence, and it seems to be permenent after neuron drops (or at least, I've yet to see her super vengence drop) So if you want to bypass the extra badge, you'll have a much easier time dropping her first.
-
Quote:I thought Elude was positional defence? Meaning it would still affect poison.
Bah, you're right. I blame lack of sleep. Although with the major def debuff from envenome, and -special from weaken killing the efectivness of defense buffs a foe may cast, you should still be good if you have the debuffs on before they hit elude, letting you keep debuffing them and keeping thier defense from being a problem. -
Quote:You're thinking of warshade inherent. PB's get 80% damage from being grouped with 4 tanks/defenders/MMs or corrupters (I think?). Granted, with the force multiplication the team will still be steamrolling, but PBs inherent is ment to let them fill missing rolls, rather than add to current strengths.No, no they're not "quite the little powerhouses". Yes, their damage scalars have been brought up, BUT the base damage for all a Peacebringer's attacks is still low.
Too low, in my opinion, for the roles they have to play. And the Peacebringer Inherent doesn't actually help the Peacebringer any. By the time you have an 80% boost to your base damage, you have four scrappers/blasters on the team and everything's dying before you can get to it.
The developer who originally designed Kheldians apparently built Peacebringers as an afterthought; it's clear a lot more work and care went into the Warshade design than it did into the Peacebringer design. -
DS/posion. Demons have alot of cold/fire/toxic damage, and while posion doesn't have any attacks it does have 2 res debuffs (one single target, can be perma on multiple hard targets, one AE around a pet, pretty sure it can't be made perma), and since they're all toxic based, they only have positional tags, no typed. So whenever a PP hits elude or MoG, you can keep up debuffs anyway, which should be hopefully enough to let pets land hits as well.
-
What I find hardest about respecs is what it does to power orders. One of my scrappers has 6 1/2 trays filled with temp/dayjob/vet powers, and several that aren't on any trays. He'd benifit from inherent fitness, but I'm absolutely dreading having to re-arange everything on him.
As for lack of extra slots, consider franken-slotting maybe? I can think of a few sets with good 3/4 slot bonuses and 3-4 aspect IOs in them, combine them with another set's 3-4 aspect IOs to round everything out. Granted, this doesn't work with every power or build plan, but if you really wanted I'm sure you could squeeze an extra slot or 3 out (at least, if the powers you pick would provide a noticable benifit with the extra couple slots). -
My elec/kin controller has sapped GMs and AVs sucsessfully, although most times it's not long before the foe is dropped (although perhaps if I avoid SBing everyone and don't fight along side multiple other buffers/debuffers I'd be able to finish sapping while they still have more health left...)
As for large spawns of normal baddies, I sap them very fast, although sometimes not as fast as steamrolling teams can clear most of the spawn away. -
Quote:With the bulk of powers, if you can get a multi-aspect IO in a power and part of it enhances something the power has that isn't normaly enhanceable, then the multi-aspect IO will still work in full. There are a few exceptions though (one with the shield and strength of will's recharge can not be ehancened, no matter what.)Do you mean IO's like Kismet Def/Recharge work in mindlink? I assumed they would be wasted, or the recharge bit would be.
Quote:
I'm currently leveling a Dark Melee/Fiery Aura Scrapper, and it's possibly one of the most fun characters I've had since my Fire Blast/Cold Domination Blasterruptor.
With Dark Melee, you get exception single target damage (not spike damage, but very steady and high DPS).
With Fiery Aura, you get Burn which, since the changes, is all the AoE you will ever need. You also get Blazing Aura if you need just a tad more AoE, and Fiery Embrace to further increase your damage on top of Soul Drain.
The downside is that it's a big costly on the endurance side, but that's easily fixed since you get Consume AND Dark Consumption.
But the best thing about it? You get 2 heals, one of which is part of your attack chain!
Very survivable (I can solo +1/x4 at level 32 easily), and it'd even be more survivable at 44 with Shadow Meld from Soul Mastery. Massive AoE damage. Exceptional single target damage. And it only gets better with the Spiritual Incarnate since it not only enhances your two heals, it also helps you recharge your big powers like Soul Drain, Shadow Meld, and Fiery Embrace much faster.
The only thing not covered is "Status Protection". Fire is vulnerable to Fear, Confuse, and Knockback, if I remember correctly. And you can only free yourself of immobilize through casting Burn. The KB is fixed with an IO or two. But the Confuse and Fear holes are still there.
I thought of this a little while back and tried DM/FA scrapper during open beta (when it was auto-leveling new characters to 50) and have to say it was better than I hoped it would be. I covered imob protection with combat jumping, got enough KB protection from IOs, and many armors have fear and confuse holes, but in PVE play those two are rare enough that it tends to not be a problem. You're right about most of the attacks being single target, but burn's up every spawn, and soul drain can be slotted for a bit of damage as well. -
the cardiac just gets swapped out, nothing gets destroyed. Although you do need to craft each alpha you want to swap between.
-
Quote:That sounds like it could set off a nasty spiral of you math-smacking Castle, him stealth nerfing, you finding it and come up with another math-smack which would only lead to more stealth nerfs.What does this have to do with anything? Not sure: I just like telling the the story of how my math b*tch-slapped Castle. But then he became the lead powers designer and I had to kiss his butt, so I guess he got the last laugh on me. You'd be surprised how absolutely ineffective it has been over the years, when I've had a balance disagreement with Castle, to say "hey, remember that time I proved you wrong on the forums? don't make me do it again." Because Castle would just say "you know, I could knock those SR passives down to 4.5% and its not like anyone would even notice" and I would have to shut up.
Eventualy the front 5 pages would be filled with your posts and everyone will have negitive defense and to-hit (or maybe the mobs would simply have ultra-buffed def and to-hit?).
Also, I've found this topic enlightening. I know I've always gone a little heavy on acc slotting, but didn't realise just how much overkill it's been. -
Don't remeber where I saw it so sadly I can't provide a link to substantiate, but I do recall it being stated that the plan is to release more incarnate stuff between issues, in addition to extra incarnate stuff with issues
-
Quote:I think the problems may be that they think of it as a group rez, and not an awesome debuff/stun that happens to have a group rez as a side effect, along with the fact that since pets can't be rezed they think of it as not useful for them.And I've noticed a trend lately of /dark masterminds not realize Howling Twilight is not just a rez, but a GROUP rez. More than a few times lately I've been on PuGs where half the team wipes, and we start talking in teamchat how AWESOME HT is and how it could rez all these folks. Meanwhile the one or two /dark MMs never seem to get the hint.
And its only with MMs. Corrs and Defs seem to know how to use their powers a bit better. -
The reason SoAs don't get APPs is for some sort of parity with kheldians which don't get access to APPs *or* PPPs.
-
Although he doesn't produce the biggest orange numbers, my ninja/posion melts just about anything I focus on. If you want something that cuts through bosses, EBs, and AVs like butter it'd be my suggestion. Although as mentioned, it does have a little trouble with large groups, and the pets can be squishy so if something has too many AEs (and lives long enough to use them) keeping pets alive can be problimatic.
-
I have an elec/fire/fire, and I'd recomend the nuke. Nuke/blue/consume and never need to even slow down (although granted, will need to re-toggle as you move between groups)
-
You need to go full villian, then do one of the patron arcs to unlock the patron pools. Once the pool is unlocked you can revert to hero, respec, or do whatever without loosing access to the ability to use patron pools.
-
My policy tends to be, if you want to run off and solo the map, you don't get buffs, simply because I've died all too often trying to buff those people while they run around, not caring what agros anyone that attempts to help them. If you're with the team, and fight as a team, I'll do my best to buff you. And if the solo'er happens to be with the team, I might toss them something, but again I'm not going to try to follow them to offer any help.
-
Concept for this guy is he has a self repairing/recharging suit of armor, constantly refilling both bars without bleeding too much from either in the first place. I plan to get the PVP IOs from A-merits, till I get them those slots will be in shadow punch. Wondering if anyone sees ways for improvement without sacraficing too much from concept. Oh, and planning this for post I19, will just be adding numina unique to health and
per shifter chance for end to stam
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
self restore: Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (36) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Damage/Endurance
- (37) Crushing Impact - Damage/Endurance/Recharge
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (3) Aegis - Resistance/Recharge
- (5) Aegis - Resistance/Endurance/Recharge
- (5) Aegis - Endurance/Recharge
- (17) Steadfast Protection - Knockback Protection
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Accuracy/Recharge
- (36) Multi Strike - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal
- (9) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (13) Doctored Wounds - Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Touch of the Nictus - Healing
- (29) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (33) Touch of the Nictus - Accuracy/Healing
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (33) Crushing Impact - Damage/Endurance/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Steadfast Protection - Knockback Protection
- (11) Aegis - Psionic/Status Resistance
- (13) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Multi Strike - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (15) Kismet - Accuracy +6%
- (15) Shield Wall - +Res (Teleportation), +3% Res (All)
- (17) Karma - Knockback Protection
- (A) Titanium Coating - Resistance/Endurance
- (19) Titanium Coating - Resistance/Recharge
- (19) Titanium Coating - Endurance/Recharge
- (21) Titanium Coating - Resistance/Endurance/Recharge
- (21) Titanium Coating - Resistance
- (23) Titanium Coating - Endurance
- (A) Efficacy Adaptor - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (27) Efficacy Adaptor - Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Accuracy
- (A) Efficacy Adaptor - EndMod/Recharge
- (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (25) Efficacy Adaptor - Accuracy/Recharge
- (25) Efficacy Adaptor - EndMod/Accuracy
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Winter's Gift - Slow Resistance (20%)
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (45) Adjusted Targeting - To Hit Buff/Recharge
- (45) Adjusted Targeting - Endurance/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Damage/Recharge
- (A) Aegis - Resistance/Endurance
- (31) Titanium Coating - Resistance/Endurance
- (31) Aegis - Resistance/Endurance/Recharge
- (31) Aegis - Resistance/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Crushing Impact - Damage/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage
- (43) Mako's Bite - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Endurance/Recharge
- (50) Luck of the Gambler - Defense/Endurance
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (50) Expedient Reinforcement - Endurance/Damage/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 7.25% Defense(Smashing)
- 7.25% Defense(Lethal)
- 13.81% Defense(Fire)
- 13.81% Defense(Cold)
- 9.125% Defense(Energy)
- 9.125% Defense(Negative)
- 6% Defense(Psionic)
- 8.5% Defense(Melee)
- 7.563% Defense(Ranged)
- 12.25% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 145.58 HP (10.87%) HitPoints
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.75%
- MezResist(Immobilize) 11.3%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 9.1%
- MezResist(Terrorized) 4.7%
- 4.5% (0.075 End/sec) Recovery
- 40% (2.236 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 4.26% Resistance(Fire)
- 9.26% Resistance(Cold)
- 4.26% Resistance(Energy)
- 4.26% Resistance(Negative)
- 4.26% Resistance(Toxic)
- 10.39% Resistance(Psionic)
- 10% RunSpeed
- 2.5% XPDebtProtection
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;725;1450;HEX;| |78DA9D945B4F134114C767DBADB5F79652DA52EE08050A5BCA45011F8C114908541| |B213EA9CD52877665D3D6DD56A94F7E006F5FC0A84F7E06E3073221FAA22FBC603D| |976D13E39B1B38BF99B3FF73E6CC99D9164FB78342BCBC2194F02D53B7EDF241C5D| |29B4D69F90F65A5566F988D6A27684BF378C29276AB6149AF1022DD13958BD29452| |DBD6AD131E66FA6FB6E5B1ACDB52DB31A4D529DF6C5B7A6CB75E9396ACB7B4DE205| |86A344C6D5FEA4DA35E0DD164C7A8D65A300BF0CCC4698CC6BBF567866D1C19A6D1| |EAA46F378D8A76D0D2CD1358EAA0D136CB45DD6EC14A29286F1EFE2DAC939EAE2A9| |E000A62DA205C3966541992B0827285E41EB1A6A0CBB5CC2810D455C60A219A028C| |0ADBEB04C122CA0F17BA26BF33BA84E933469B165903B99BE51EF71E25BAB4CFB84| |BB85C64DC21044B84A710E5E128E1E19DB4C1E5751279E36E748D0C1226120CD64D| |F0E6261F03B2621D427CBC47B72F491BF0F33EFCEBBCE00A05AF822EC03A57A0451| |9665F3070570531048290932894A0D0F085C044E13DCA103DA7D955D0459CA64616| |483790632C120697181A61284F780E5131E1A7ECB1D7B4E0F01BC65BC2C83BC235D| |0C51D5D9C7543AC4BB12EC5BA24E812DC2C25314CF52D65080ABC493A9D4D72C74E| |C195A6DE76D5F4478A5FFCC0F8C4E0162CFD266C8032C3195C99BFDE142E086E108| |C3AAD1AE50B35C69D18E30B35C6D7AB03BA71E7268D732959BEAE593EC32CDFDA85| |1A6113E4534EE55339726D816BC6D9E60CDFA359EE8A0A6FE69C6398E3E39A1F644| |41931C2C200234EF8062DCA394BE43ED312E7F04BA139456A9C28CFA1798EC97386| |02A73D830CCB4E45CB3FB92BBFF804D5FEC7097FF088FD7F3C25B5FF6D09853CE36| |AFF1BEDFAA2FD4FE97F9F2FC15E3ADF3DBC4587684A6094FB387A80E6214E1FE148| |C7D1119A0A5DB9AFC15EC1910DAC6B13CD169AEB6812509F78854A6F004C004D104| |D084D184D044D144D1CCD309AF768BA7F00EBE80156| |-------------------------------------------------------------------|
-
Quote:I totally invented Defense as a mechanic.
Yeah, and Al Gore invented the internet.
Lies, everyone knows Arcaneville invented defense. I will concede that you invented warshades though.
Oh, and I invented origin-specific temp powers, but I usualy don't like to brag. -
Quote:Sorry, Forums wonky on my end. I can't tell what open and closed ATM.
Can everyone access this link?
http://boards.cityofheroes.com/showt...14#post3318414
As to the relevance, it explains when we can expect to see the higher tiers of the Alpha slot.
Currently closed -
As I recall, the alter recovery in diffrent ways. One changes the ammount of end per tick, the other the time between ticks for regening end, and thus they work togeather exceptionly well. However, I do not recall where I heard this (although I do remeber graphs and stuff), nor have I validated it personaly.
I think I'll be taking both still, but only 3 slotting one while leaving the other with base slot. -
Quote:...That might work. It'd still take a little extra slotting and have slightly reduced power, but it wouldn't be nearly as bad as the idea of simply knocking it down to .7 KB, needing 4 extra slots for 1/10th the effect and calling it a day. This looks more like 1 extra slot for 4/5ths of the effect.I agree with the Life Drain change. The only thing that's keeping me from playing Dark Blast is the low ST damage.
Torrent could be changed to KD with high KB available through minimal slotting. If it were given two attributes along these lines (if negative KB is possible...):
* Mag 10.67 KB (enhanceable)
* -Mag 10 KB (unenhanceable)
The net effect would be mag 0.67 KB unenhanced while it being over 1 with any KB enhancement at all.