Deacon_NA

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  1. I happen to have a 50 Sonic/Energy and a 44(?) Ice/Elec. I've never thought about a compare/contrast of them before. They're both GREAT at taking down single targets quickly with varying degrees of safety.

    With Siren's Song, Sonic probably provides more spawn to spawn safety. Ice/Elec probably is better at neutralizing someone particularly troublesome NOW. With an epic hold, Ice/Elec has access to 4 ST holds.

    On teams, I play both to "kill the boss now". Sonic's -res effect is more useful on teams when the "big bad" is an AV.

    I dunno. Both are very effective soloers. I'm currently playing the Ice/Elec so that's fresher on my mind. I may give the Sonic/EM a slight edge, very slight.
  2. I'll ditto Slax. I raid on Virtue and once you go Virt, you don't go back (for raiding at least). 30ish minute raids, once Hami blooms, if someone has a Bio nuke (or 2 or 4). Heck, they did a 20 man raid this weekend (took a while).

    Justice is also very efficient.

    I don't know what it is about Infinity. If a raid comes up, I'll lend a hand if I can though. I'd love to see it come back, blue or red, though I have a feeling a redside raid may never happen again.
  3. Deacon_NA

    Mind/Psi Build

    I don't have Mids in front of me at the moment, so I can't go into depth, but rather hit on a couple of things that hit me right away. Especially since I just put the finishing touches on my Mind/Psi.

    1) Might as well go with the purple set for Mass Hypnosis. 5 of those and you won't need the 6th slot for a generic Rch. This is the power that makes you the mvp of the LRSF, so don't skimp.

    2) Not sure what's up with 4 slotting Hasten. You're well in excess of what's required for perma-dom.

    3) Mind Probe is a far superior melee attack than TK Thrust. I'd swap those 2.

    To answer your specific questions, as I said above in 2), you absolutely have perma-dom. I think you're even close to perma-dom without Hasten.

    What does a Dom play like? Fundamentally speaking, they do crowd control and then start laying down the hurt. How they go about this varies greatly by power combo choices.

    Since you're talking Mind/Psi specifically, your bread and butter crowd control is Terrify. It doesn't provide lockdown aoe hard control, but is still very effective mitigation. Total Dom and Mass Confusion are on long timers, but I usually have at least one in my back pocket available to deal with the unexpected.

    Those are your controls, with /Psi, Psi Shockwave ain't what it used to be, but what it used to be was crazy overpowered. Now it's merely very powerful.

    Anyway, I always have a very satisfying time playing my Mind/Psi.
  4. After hearing your chat about this in the VU channel, I thought I'd check this out.

    With the below build, s/l is at 44.9, but in return is a boost to f/c to 31.8% and, most imporantly... it includes Taunt (so your teammates WILL survive too). Additionally it includes 2 other ranged attacks so you can have no problem maintaining ranged aggro.

    Code:
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  5. 1) Grant Invis on your FFG will keep it invis and undetectable (with the usual exceptions of snipers and Rikti drones)

    2) I don't see why not.

    3) That is a very good question. I will frequently run in with SS (with no stealth) and get aggro after dropping traps.

    4) My 2 inf, I suggest at least one of your Trappers be Dark, perhaps the passive one and have TT on auto-fire. A combo of /Dark and/or /Ice should help with the scatter issue Traps can face. Other sets are fine, but only /Dark and /Ice have ways to deal with mob scatter.

    5) Pass, dunno PvP.

    6) Another very good question. This one, I bet the answer is no to.
  6. Deacon_NA

    PBU + Benumb

    Quote:
    Originally Posted by GrandSpleenPART2 View Post
    Slightly off topic of the thread, but does that bit about damage resistance mean that Power Build Up is useless for Sonic Resonance's core shields? Is it still useful for the -damage res powers?
    That is correct.
  7. 1) On a really speedy team, you may well have powers recharged when 3/4 of a spawn are down. So you have to gauge what you can do. Maybe it's just PGT for one spawn, Acid Mortar for the next. FFG will always be there. With Maneuvers you can just stand there and provide 25% Def.

    On a moderate speed team, you can use PGT and Acid Mortar for every fight. Just make sure these get ED capped recharge ASAP.

    2) As far as I'm concerned, Traps does not take a back seat to any of the other buff/debuff sets. You have to use some thought about what's the right tool to use as well as when and where to use it. The Traps user that masters this will help a team deal with any situation - triple spawn aggro, a +3 AV on a 4 member team... anything.
  8. I'm sure we're talking an SO build, but making ally bubbles 2 DEF + 1 DEF/EndRed provides basically the same defense and a subtle buff to endurance usage, which you'll notice after buffing 7 teammates with toggles running. I bet you can buy a Def/EndRed IO for cheaper than your level 25 SO.
  9. I have no access to Mids at the moment so I can't play around with your build like I normally would. I do think your last 2 picks are endurance overkill. Personally, I'm always saddened when someone with Fire Blast doesn't take Inferno. Aim + Sleet + RoF + Nova + HL (find that boss that's still alive quick!) = Happy Fun Time. Even Nova with 4 slots for frankenslotting Dmg/Rch, Dmg and or Rch makes great use of the nuke.
  10. I thought Catwhoorg pretty clearly answered those questions in his prior post.

    1) yes
    2) yes
    3) no

    I like the sound of this a lot, thx for the tip.
  11. Quote:
    Originally Posted by Kosmos View Post
    I think you pretty much have to have an Immob/-Fly power to take out Duray reliably with melee characters, and an SS/SD Brute won't have that unless he got lucky with an arms deal. Without it the odds are you're going to get very frustrated trying to chase him with Fly or a jet pack while his health slowly recovers.
    This hasn't been my experience at all. Ever (and I've done this a time or 2). I don't know if it matters, but I always fight him by the sunken tanker on the map, where he hangs out when he's not aggrod.
  12. Deacon_NA

    Day Job Priority

    My dayjob priority tends to focus on the +XP bonuses.

    That is police station for heros and Arachnos bases for vills. By the time I'm 50, this is irrelevant, so I want to get it somewhere between 1 and 49.

    Once I'm 50, I pretty much just log off in an area that's nearby, especially if it's something not attainable outside of the zone. If in Sharkhead, I'll go to the graveyard. In PO I'll log off at the arena or the VG registrar, etc.
  13. I know you're talking "TFs" but Duray in the Silver Mantis SF is very soloable, especially if you're not unduly constraining yourself from using insps.

    Soloing Renault simply isn't justifiable. 3 AVs in the last 2 missions makes soloing a horrible merit/time effort.

    I haven't tried soloing Ice Mistral yet.
  14. I certainly find it very nice on my claws/nin that, though 50, I haven't made an IO build for yet.

    Personally, I struggled to figure out the timing of when to use it.

    15 second duration
    3 second cast time

    BU + AS = .73 + 3 for activation time means there's only about 11 seconds of SM left, or almost 1/3 is used up while you're hidden and safe. On the other hand, BU + AS + SM exposes you to 3 seconds of retaliation, usually mitigated by the Fear effect though. I use it after the AS.

    Once I do soft cap I expect to keep it for the debuffing mentioned above.

    All in all, I think it's a great power that I'd use on probably most of my non-stalker characters if I could take it.
  15. Don't think of Heat Loss as an Endurance/Recovery buff. At least I don't, that's just a beneficial side effect. Rather it's yet another massive AOE -Res debuff to pair with Sleet.
  16. Good Lord, KoA at x8? If I'd known that I would have given much simpler advice - swallow your pride for a mission and go see the Field Analyst and switch to 0/1.
  17. I honestly can't figure out if the OP is just trolling or not. Well, I'll tip my hat to you for putting yourself out there by posting the vid to support your "I'm the best farmer" assertion, if you're being serious. Expect a flood of ridicule to follow...
  18. Let me first start off saying that yes, reaching the soft cap is desirable and more defense is better than less defense.

    However, the notion that the 5% from 40-45 provides the same survivabillity as the 40% from 0-40 is certainly inaccurate. Such a derivative concept is a measure of the rate of change in percent of damage taken, this is not the same thing as survivability. Does someone at 40% Def die twice as much as someone at 45%? I don't have any numbers whatsoever to empirically say for sure, but I'm willing to bet not.
  19. Actually /SR is well equipped to deal with their slows as Quickness offers 40% slow resistance. That's pretty sweet. Do you have Quickness?

    Other thoughts:

    Slot the slow resist IO from Winters Gift
    Use your origin temp power to bunch them around a corner
    Make liberal use of your fly pack, if you don't have hover or fly. I think trops don't affect flyers at all.

    KoA are so different that I think they freak people out more than the actual threat they pose. In reality, they're mostly throwing low damaging shuriken at you. The VERY notable exception is bosses that can crit on headsplitters and kill you with a quickness.

    If you think this enemy group is tough on your Scrapper, give 'em a shot with a MM. My pride keeps me from ever dropping a mission for being too difficult, but their trops cause henchmen to be unmanagable, so I do tend to drop KoA missions I'm soloing with my MM.
  20. I just found this guide. Very nice.

    The link to "What to Do if You've Got Kinetics on Your Team" in the OP is dead though. I'd love to see that.

    I'm a Kin enthusiast, when I'm in the right frame of mind, at least, and one of my bigger frustrations is teammates not knowing "how to play with a kin". You know, the blaster that scurries out of melee immediately after nuking. The reticence to get the FS buff by darting into melee at the beginning of a fight. A general sense of SB entitlement.
  21. Deacon_NA

    The Accolades

    Like Ron White says "you can't fix stupid". If people don't want 20% more HP or 10% more end, even on top of IO set bonuses, I don't know what to say about them.

    For me, I end up getting both of these through regular game play with the exception of Fake Nems for heros and, sometimes, the damage badge for villains, especially for MMs. Oh yeah, boss Marcone's for vills too. Well, then I have to go click on a few plaques as well and stand on a few exploration markers. So add another 10-20 minutes for that.

    I'd certainly welcome new accolades that included other bonuses, but the "big 4" are fine as is.

    Edited to clarify that I'm not using Mr. White's quote to say anyone that doesn't seek accolades is stupid, just that anyone that takes the time to IO out their characters and then poo-poos accolade bonuses, well, they kinda are.
  22. Ever since I have been playing (42 month vet), Eden has been bugged in a way that requires the team leader to be in the 39-41 range. We've lived with that and adapted, making sure a level appropriate hero was included, even though that can be a pain for such a limited band of levels.

    Now SSK throws a new element into the Eden problem. If you can only find a level 39, like the team the OP in this thread (http://boards.cityofheroes.com/showthread.php?t=200365) did, then the whole team is at 39. Meanwhile the enemies are still at level 41, which seems to be the hard coded critter level. Before SSK, the 39 could lead the team, but folks exemping down would be at the max level. Now, with SSK, everyone is fighting +2 mobs when the 39 leads.

    I was on a team that was quite similar to the one in the above linked thread, where we just could not budge the first rock wall. This is on a server (Infinity) where, once you manage to get 8 willing to do this, you go. No waiting for just the right debuffer(s).

    Before someone posts "but I was on a team with a 39 leader and we did it no problem in 20 minutes" Yay for you. That doesn't change the fact that a pre-existing bug is now exacerbated by a new game feature (ssk).

    It's wonderful that the development staff fixed the Abandoned Sewer Trial recently. I've enjoyed running it several times recently. I really, truly hope they give the same attention to Eden, one of my favorite game events.
  23. Quote:
    Originally Posted by Slax View Post
    Slax's words of wisdom as a team leader: "boof meh".- Hedgefund in Herc's thread.

    Moving the derail to here.

    Thing is my zen management style works, Hedge.
    You know that I know that it works. How else could you have tanked an ITF with your Fire Blaster?
  24. I do so apologize for going "off topic". Really I do.

    So back on topic, I have a category - "Infinity's Most Overbearing Blowhard". I know I'll have support from some in-game friends that have kicked this guy from a private channel more than once.
  25. My red flag is when they're afk but quick to hit the "exit" button when a mission ends. I was on a tf recently where the leader would do just that. He started doing it in the last third of a Shard tf, so I was too invested to quit. I've seen that behavior on teams I was leading as well and... yeah, I don't have much patience for it.

    As for getting a quick boot - 1 star 'em and make a relevant note so you know to avoid them in the future.