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Posts
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I'd like to bump this question. I have a Rad/Fire I'm leveling up, though he's 40 and selected Hot Feet, he's spent his whole life fighting at lvl 25, if you know what I mean. I did take Hot Feet but I too am wondering if Consume and Recovery bonuses would be sufficient for the 2 damage auras + abundance of AOEs. With all the pbaoes, this is a combo that can kill off a spawn without having targeted anyone. At least, that's how it worked when I've been monkeying around with him so far.
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I'm surprised you were able to get down the elevator in the first place. When my rogues were going for explores in Atlas, I wasn't able to go down the vator at all. I was tpd down and then could not use the elevator up, so I was tpd back out.
Maybe this got half fixed at some point. -
I too appreciate the candor. Not to be a nabob of negativity, but the Cliff Notes version I would write is "Hey Stalkers, sucks to be you".
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Quote:Yeah, that's me. It's going to be a matter of prioritizing. Right now, pre i19, I'm respeccing builds that will do fine with a default slot in the Fitness powers (Traps MMs, Kin defenders, /Psi Dom for example). In the first week, I'll respec current leveling characters (about 4 of them) and pick around 10 level 50s. The rest of my 50s will either get respecced when I get around to it, or for a good number of them, never.
I'd hate to be the guy who has to think up i19 builds combining the alpha slot for 30+ level 50s. -
I would think at least 1-2 of the Cloud Senses should go somewhere between 11-20 on the list above.
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I think you've boiled the difference down to the essence.
Plant is significantly faster, for rolling through missions. The enemies help you (when confused) and Roots and Creepers add significant damage. Earth really can't compete in this regard. Seeds > Freezing Rain > spam Roots will let you turn the diff slider up a few notches, at least for spawn size.
However (and it's a real however), when additional mobs hit, Plant has one other option - the aoe, long-timer hold (Vines). Earth has a whole bag of tricks for crowd control. Further, when Plant runs into confuse resistant mobs, well, then it really sucks. Earth has something to offer against pretty much all mob types.
So, I think I'd summarize by saying Plant is a one-trick pony, that does that one trick very very well, while Earth is more versatile. I'm not going to try to steer the OP toward one or the other, both will be quite strong. -
Quote:You know, I happened to notice that the other day. It wasn't intentional, I do admit. I might throw another End Mod into Stamina and a Numi unique in Health. The lvl 50 respec is a long way away, 30 right now and I'm in no particular hurry, so I haven't worked out the particulars.
My question is on Deacon's build, are you just going to be using one slot for Health and Stamina? I know you're only going to have about a 10 second down time on Heatloss, just wondering. -
Quote:Wow. Yeah, that'll make you squishy all right. Not taking those 2 debuffs would make you the Rad equivalent of a petless Mastermind.
I'm also seriously considering dropping RI/EF in favor of the Mutation/Fallout pair, but I might do that on my ill/rad instead -
I brought this combo up recently, just for reference, the builds discussed are here:
http://boards.cityofheroes.com/showthread.php?t=242172 -
Quote:One thing to remember when wondering why Cold is so low, is that it's the 2nd to last set ported to Defenders, with Traps of course the last one. If there were some way to get numbers after Cold was ported, I have a hunch (and that's all it is) that it would lie somewhere between Rad and Storm.I know it's not a perfect sample, but for these kind of questions, I always find the statistics page on City Info Tracker to be informative. Here's what they have currently for defenders:
1117 Empathy
599 Kinetics
585 Dark Miasma
555 Radiation Emission
299 Storm Summoning
287 Force Field
273 Trick Arrow
241 Cold Domination
210 Sonic Resonance
99 Traps -
No question in my mind, blue side tips are better. Here's what I do hero-wise:
0 - Log into Dark Astoria
1 - Defeat the large spawns of BP until you get 3 tips (maybe 2 if I get impatient)
1.5 - drop missions I know I hate (seeya Sister Jocasta, maybe someone else will save you)
2 - Head to Brickstown
3 - Select missions, which invariably are in the same zone, unless the door is a boat, sending me to IP. I save IP missions for the end.
4 - remaining 2 tips should drop from missions, if not, hunt mobs in Bricks.
5 - after doing 5 tips, head to DA and log off
I have not found tips for vills as straightforward. Sharks has decent mob spawns (great if there's a miner strike and you can avoid and/or survive Ghost of Scrapyard aggro) but still not as consistently large and close together as in DA.
I also haven't found a vill zone that I can depend on missions being consistently in the same zone. Eventually something sends me to PO, which is sort of a nuisance for travel from say, Grandville. Please note I'm not saying it's a big hindrance, it's simply a step that doesn't crop up as much as Bricks missions. Even missions in Granville require a little more travel time due to the 3-dimensionality of where the doors can be. -
Ok, thanks for clarification. I read that to mean that as long as I was sidekicked I couldn't use Soul Extraction at all. If it means an existing pet gets cancelled from a higher level after accepting SK, then cool.
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Per latest patch notes:
http://boards.cityofheroes.com/showthread.php?t=243411
What up with that? Is this now WAI? -
Don't let the 1337 folks ("this mission is easy for me") get you down, OP, I completely agree about KoA for a MM, especially melee pets. They spam the trops so much there's almost nothing you can do with your pets.
Even for non-MMs, I avoid that mission. -
I think it depends on the sophistication of the build. On characters I'm leveling up, or haven't bothered with IOs yet, I like hiber. It recharges pretty quickly and I even use it just for endurance refills. With uber sets with no Endurance concerns, yeah, Hoarfrost.
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There aren't any -Dmg or -Res HOs. There are of course, +Dmg (many) and +Res (Ribosome) HOs. Sonic and Thermal shields accept Range enhancements; Centriole boosts Range and Damage, so 2 Centrioles will exceed ED. Note this only works in the ally shields and not anything from epics or Sonic Dispersion, because they don't take Range enhancements.
In addition to Enzymes, Lysosomes give Acc/-ToHit (and +ToHit)/-Def (and +Def). These are great in certain MM pets, Robots among them as it benefits from Acc, -ToHit (seekers) and +Def (bubbles). Thug Enforcers get the biggest bang for the buck, getting Acc, +ToHit (Tactics), -Def (all their attacks) and +Def (Maneuvers).
Edit - I think Local_Man must have meant to see if Damage HOs enhanced -Res. I'd bet big inf that the answer's no, since there's really no means to enhance -Res, outside of some wacky interaction with -Dmg that I've never understood. Also, most anyone with Sonic Attack that's used HOs would probably have leaked the info out. Still, only one to know for sure... -
I'm going to try to only hit on some points not made above:
Ice - Rain powers (Ice Storm, Blizzard) are blaster level damage. Very powerful over a Tar Patch. The slows stack very nicely with Tar Patch too. Not even counting debuffs, you get mitigation simply from mobs trying to escape Ice Storm but not being able to.
Rad - lots of aoes
AR - Flamethrower + Ignite on Tar Patch sounds pretty cool.
IMO - based on what you're looking for, OP, (control and other debuff) I give an enthusiastic endorsement for Ice. Freeze Ray + Petrifying Gaze means held boss. Freeze Ray recharges so fast the boss will stay held and you can hold others. -
Common salvage goes through huge fluctuations during the day. As has been true since the market first opened, patience is a virtue. Put in your reasonable bid at the end of your play session and it should be fulfilled when you next log in. The same principle applies to recipes, just more patience is needed.
To clarify a point from the OP, the markets have been merged across servers from the very start, nothing new there.
I'm going to assume, when the OP refers to some "good old days" when you could find the items you want right nao that they are speaking from a hero only perspective.
If you're looking for "junk sets" for leveling up (as I usually do), plan your build out and make bids in advance. Put in your lvl 25 bids when you make your character. Your level 40 bids when you hit level 30, etc.
If you find slotting IOs to be too frustrating, SOs work perfectly fine and you can avoid the headache. -
My alternative to unstoppable: column of oranges (including a couple of T3s). If you're heading into an extreme situation, 2-3 column of T3 oranges closely approximate a crashless Unstoppable. Note - I am a terrible insp hoarder (terrible as in I hoard them a LOT), especially for oranges, so this may not work for most people.
Having said that, with free Fitness, I may get Unstoppable, put a resist in it and call it a day.
I built 26% Def to Psi for my Inv/ Tank. A Fortitude, Force Field Generator, Dispersion Bubble or even a Maneuvers or 2 do wonders to make Psi just another attack that doesn't hit you. Even without those buffs, 26 > 0. -
Debt seems to be given in Praetoria for zombie invasions, even though there is no debt on Primal Earth (as far as I know) for the same event. I guess it's a bug, I also guess it won't get fixed this year.
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The bonuses accumulate.
I'm guessing this isn't the same Mr. Liberty I used to duo Positron tfs with, who used an extremely purple fire/mental blaster to finish mission objectives by the time I'd zone into the mission. -
Quote:I hadn't thought of this for Numina. I was on a speed Manti the other day where literally 1/3 of the tf time was spent waiting for the event to end in Bricks so we could hunt. Numi would almost certainly have a pause (or 2, or 3), so I'll absolutely be avoiding that.
Interrupting normal playing - Last night someone suggested a Numina TF which I need for TFC. Given the events I thought "nah". Hunts aren't fun at the best of times and combined with the Events it is just painful as the TF comes to a halt until the Event is over. -
Do you know what you're doing for i19?
I might suggest Assault, Maneuvers and Veng. That's 2 more LOTG +Rch IOs and a +Dmg buff that works nicely with your -Res.
A lot of people poo-poo Sonic Resonance. I don't poo-poo it, though I think it needs some rework, but it does offer some interesting possibilities with IOs, mainly the ability to become a mini-Tank with mez protection (except those darn sleeps), defense (from sets) and solid resists (can't get more solid than hard-capping s/l).
I'd gladly want to see that earth/sonic on a speed I was on. -
I'm the process of respeccing characters that I either a) can play now without Fitness or b) will shelve until i19.
My Bots/Traps is the former case. I never took fitness, so I'm viewing free Fitness as quite a boon.
I've only ever slotted him with an odd mix of frankenslotting, a few key bonus IOs (LOTG 7.5 for example) and basic IOs. So I've whipped up a build for him. Here's the summary of how it ended up. I went with Chill Mastery for
a) a cheap purple set (sleep). I know the power itself may have little practical use, but still...
b) a Def shield that also took Resist IOs, for an LOTG 7.5 and a Steadfast res/def
c) Hoarfrost - available 1/2 of the time, for almost 1400HP while it's up
d) Hibernate - cause it's awesome
I want to note I'm using Lysosomes in Prot Bots for the +Def bonus. I'm assuming that still works. If so, with a Prot Bot bubble, I'm soft-capped to all position.
With Frozen Armor, I'm at a shade over 36% def to s/l without either Prot Bot bubbles or FFG. This is important because that means I'm a small purple away from soft cap and can function on speed ITFs as a pure Trapper for the cave missions. Usually I leave my MMs at home for speed ITFs, but this guy could still be useful.
The only real problem I have is that Shield Breaker doesn't bring a lot of recharge for Acid Mortar. It's fine, given global recharge, but it's out of sync with PGT.
I'll be going through the same effort for my Thugs/Traps and Merc/Traps. I have a feeling they'll all be quite similar so I'll use this as my template for the others.
So, I went in seeking high def, high recharge, high HP and high regen. I think the build below gets the job done, but any suggestions are appreciated. Perhaps there's a new epic power I'm not considering enough, for example.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Doomba: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Enfeebled Operation - Accuracy/Recharge
- (43) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (46) Enfeebled Operation - Immobilize/Range
- (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (50) Enfeebled Operation - Accuracy/Immobilize
- (A) Recharge Reduction IO
- (A) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Recharge
- (34) Doctored Wounds - Heal/Endurance
- (A) Endurance Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (9) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (19) Doctored Wounds - Heal
- (19) Doctored Wounds - Endurance/Recharge
- (A) Shield Breaker - Defense Debuff
- (11) Shield Breaker - Accuracy/Defense Debuff
- (11) Shield Breaker - Accuracy/Recharge
- (31) Shield Breaker - Defense Debuff/Endurance/Recharge
- (33) Shield Breaker - Accuracy/Endurance/Recharge
- (33) Shield Breaker - Chance for Lethal Damage
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
- (40) Karma - Knockback Protection
- (A) Sovereign Right - Resistance Bonus
- (15) HamiO:Lysosome Exposure
- (15) Soulbound Allegiance - Damage
- (34) HamiO:Lysosome Exposure
- (39) Soulbound Allegiance - Damage/Recharge
- (40) Soulbound Allegiance - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (46) Numina's Convalescence - Heal/Recharge
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (21) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold
- (25) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Soulbound Allegiance - Damage/Endurance
- (27) Soulbound Allegiance - Chance for Build Up
- (27) Soulbound Allegiance - Accuracy/Damage/Recharge
- (31) Edict of the Master - Defense Bonus
- (31) HamiO:Nucleolus Exposure
- (43) Explosive Strike - Chance for Smashing Damage
- (A) Cloud Senses - ToHit Debuff
- (29) Cloud Senses - Accuracy/ToHitDebuff
- (29) Cloud Senses - Accuracy/Recharge
- (37) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (39) Cloud Senses - Accuracy/Endurance/Recharge
- (39) Cloud Senses - Chance for Negative Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Fortunata Hypnosis - Sleep/Recharge
- (42) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (42) Fortunata Hypnosis - Accuracy/Recharge
- (42) Fortunata Hypnosis - Sleep/Endurance
- (43) Fortunata Hypnosis - Chance for Placate
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (48) Doctored Wounds - Recharge
- (50) Doctored Wounds - Heal
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 4: Ninja Run
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I haven't thought it about it really, but I just realized all my newest characters don't have a travel power. I think I've made 3-4 lowbies in the last 6 weeks that are around mid-20s now and I don't have travel planned for the near future. Especially with the Fitness inherent opening up Stealth and its Def IO possibilities.