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My Invuln Brute can do +2/x8. She's not soft-capped unless surrounded by about 9 critters though. Which is okay by me. She still has 70% S/L RES and a pretty hefty heal. With i19 she'll get more regen and a tad more DEF. With Incarnate I'll give her more recharge and HP/heal/regen. Should be pretty nifty.
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"I noticed this is way too powerful, so will we ever get it?"
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RotP is awesome. Sometimes I die on purpose or just play very recklessly just so I can use it on my Dom. I'm sure it'd be different on a Tanker, but I plan on doing that on the Scrapper I'll be making soon.
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Speaking personally, I'd love it if half the powers in every powerset were considered optional and not necessary. I don't like having to take 8 of 9 powers in a set before I even start considering what I "want."
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I've used "gypped" all my life and have never once heard anyone say it's offensive or most of all racist. I had to look it up with Google to see what the heck you were talking about. I'm not convinced anyone would be genuinely offended by its use.
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I know this has been done to death, but it really could not be any more simple. Just multiply the first figure by 0.75 and you get the second figure. The first figure is the accuracy modifier, the second figure is the final hit rate. 120% of 75% is 90%.
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I don't have loads of cash laying around so I get things like KCs with alternate methods. So if you're looking for those:
The ACC/DMG and DMG/END drop from bronze rolls. The 35-39 has the best odds of getting KC pieces. I have a character who can run a few (legitimate) farm missions in AE and get 9000 tickets. Using that gives you 128 rolls. You can usually get a couple KC pieces with that. And if you're lucky you can sell some of the other stuff you get for cash and maybe buy some.
The DMG/RECH piece costs one HVM, which only takes two days to earn. The triple piece however does cost two HVMs, but that's not so bad considering the ease of obtaining the other pieces.
Personally I don't really bother soft capping stuff since it tends to require build sacrifice. My main Blaster and my favorite Dom have somewhere around 25-30% DEF to range or S/L. More is better, but they do fine without needing to push any higher. -
Quote:There's plenty you can do about mezzes, between having DEF, using breakfrees, mezzing them first, picking certain ATs and powersets, using temps, being selective about groups you fight, and plenty more. But I don't even worry about those things most of the time because if you're on a team those things aren't going to be as much of a bother. Maybe you can't handle it solo because you're Empathy/Archery, but I'm sure someone else on the team can cover you. That's the entire concept and point of the teaming mechanics: multiple heroes working together to form a cohesive unit that can accomplish and deal with more.And this is 'by design' and 'working as intended'. Furthermore, most of the players think it's a good idea.
Or if you solo exclusively and never team, why are you doing it with an Empathy/Archery Defender? -
I found a way to essentially bypass the countdown to logout. You can use it to log almost immediately to the login screen. I also tried it on the beta server and you can still use it, but it takes you to the login screen.
You do have to be level 25+ though.
Go to quit and start the countdown. Drop an Oro portal and click on it while the timer is going. It'll give you a message you've disconnected from mapserver. Then tap a key on the keyboard, like a directional key to move, and it launches you to the login screen right away. -
Quote:Not all mobs have mez. Even if they do it hardly equates to "you instantly lose," and there are plenty of ways to deal with it. Very few minion ranks have mezzes besides.Mmm, what I would give up for mez protection...
Lets see, less hit points would be a good begining; oh yeah much less damage resistance that would be a second thing I would be all too happy to give up, no debuff resistance, yeah I think I could live with out it...
You still are missing my point, minions should "not" have I win buttons, nor should LTs, and questionably Bosses against "any" AT.
Once again, how would you feel if all mobs had "I Win buttons" against your tanker?
Stormy
And there are Tanker counters, like Carnival mask debuffs and Sappers. -
My Blaster hovers at 45 MPH for far less endurance and far better air control than Fly.
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Quote:Brute base damage is low though, and Shield Charge has a damage cap of only 400% (which you can easily hit with fury and Rage). You'd probably get more use out of the rech/heal piece. You'd get bonus health, faster Stomp and Shield Charge, and more regen.Well if a Purped out SS/SD Brute is already universally considered the Freight Train Build, imagine a Freight Train with a perma-Hasten, no endurance issues, capped positional Defenses, Gloom + Dark Obliteration, an already healthy global damage bonus, double stacked rage, + Musculature Radial Tree.... (and eventually the Radial Paragon & the +1 Level Bonus)
I guess you could call it a Freight Train w/ Nuclear Bomb aboard.
So definitely Black Massacre, my SS/SD/Soul Brute with the Musculature Radial Tree. I'll be going for one of the hardest hitting PvE Brutes across any server, hands down. -
The more I think about it the more I lean toward recharge. I'd also get a small bonus for regen and my two stun powers. And more recharge means more nukes, more BU/Aim, and more defiance (if I can steadily attack). Damage would be cool but... I have a lot of powers that could use more recharge.
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Quote:Are you yanking my chain?For a defender:
FFG: 13.3%
CJ: 2.5%
Maneuvers: 3.5%
Stealth: 2.5% Suppressed
Weave: 5%
If you slot them all for +56% defense (i.e. ED capped) you get a total of 45.7% Defense.
The low damage is technically not a concern except that it increase the change of the RNG killing you. The sleep hole is also not a huge risk, half of your defense comes from the FFG which is a pet and as such is not suppressed when you get mezzed.
(13.3 + 2.5 + 2.5 + 5 + 3.5) * 1.56 = 41.808
Also, being soft-capped by itself is dangerous if you can't kill quickly. Being soft-capped helps, but the reason Elec/Shield is such a good farmer is because you kill things really fast. If you just stand around in a spawn or don't kill them very fast it's easy to be killed by them. My widow is soft-capped and it only takes a few seconds for her to die if I jump into a large spawn of +2s and don't kill them. -
Quote:Even if you slotted all those powers to 99% you wouldn't be soft-capped (it's about 40%). The low damage, low HP, and sleep hole would be risky. But you're probably right that it could work.A Traps Defender with the Fighting Pool, CJ, Maneuvers, Stealth and Charged Armor (the Mu Mastery Version).
Soft Capped all 10 Defenses, mez protection, ~65% S/L Resistance, ~42% Energy Resistance. Slightly more vulnerable to spike damage than some melee toons but with Triage Beacon up it should be ok. I think it would be hard to make a tougher character on SOs alone. -
Quote:Umm, solo +2/x6 with only SOs with zero risk of dying (not "most of the time this works") pretty much no matter how bad of a player you are?Here's a challenge for you: Name one thing a well built melee AT (of any powerset combination) can do that not a single equally well built support AT (of any powerset combination) can do. This assumes equal skill, and equal budgets for the builds. Just one thing that a tank, scrapper, brute or stalker can do that a controller, defender, corruptor, or mastermind can't.
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For my Energy/Energy/Force I can't decide between Musculature and Spiritual. I have no need for accuracy or endurance. Damage would mean more damage all the time with all attacks, and recharge would mean BU, Aim, AoEs, and nuke up more often. Just typing that out and looking at my powers to notice none of my attacks have more than 68% recharge makes me feel like that would be the better option (it'd also up regen and stun). But at the same time, I could have something like +32% damage all the time if I got the Very Rare musculature.
Tough choice. -
Probably my widow. She's the only character of mine IOed out enough that I want to see her real improvement.
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Status resistance is pretty much terribiuseless. It works on the same formula as recharge, but is far more difficult to build bonuses for. You'd have to build up +100% resistance just to halve the duration of a mez. And building up that much would be pretty difficult. There are much better things to build for.
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Quote:If true, that means even if you're ED-capped you get:Rares ignore 1/2 od ED!
Very Rares ignore 2/3 of ED!
Both have +1 level shifts.
The rest is the same as far as stats modification.
+33% boosts:
Common: +9.625%
Uncommon: +14.3%
Rare: +18.975%
Very Rare: +23.65%
+45% boosts:
Rare: +25.875%
Very Rare: +32.25
I like this. This is the stuff for reference:
Cardiac:
Cardiac: 33% END
Cardiac Radial: 33% END / 20% RES
Cardiac Core: 33% END / 20% range
Cardiac Partial Core Revamp: 33% END / 20% RES, range
Cardiac Total Core Revamp: 45% END / 20% range
Cardiac Partial Radial Revamp: 33% END, fear / 20% RES / 10% range
Cardiac Total Radial Revamp: 33% END, sleep / 20% RES / 10% range
Cardiac Core Paragon: 45% END / 20% RES, range
Cardiac Radial Paragon: 33% END, fear, sleep, intangible / 20% RES
Musculature:
Musculature: 33% DMG
Musculature Radial: 33% DMG, DefDebuff
Musculature Core: 33% DMG, immob
Musculature Partial Core Revamp: 33% DMG, immob, DefDebuff
Musculature Total Core Revamp: 45% DMG / 33% immob
Musculature Partial Radial Revamp: 33% DMG, DefDebuff / 20% ToHitDebuff / 16.5% immob
Musculature Total Radial Revamp: 33% DMG, DefDebuff, EndMod / 16.5% immob
Musculature Core Paragon: 45% DMG / 33% immob, DefDebuff
Musculature Radial Paragon: 33% DMG, immob, DefDebuff, EndMod, run / 20% ToHitDebuff
Nerve:
Nerve: 33% ACC
Nerve Radial: 33% ACC / 20% DEF
Nerve Core: 33% ACC, hold
Nerve Partial Core Revamp: 33% ACC, hold / 20% DEF
Nerve Total Core Revamp: 45% ACC / 33% hold
Nerve Partial Radial Revamp: 33% ACC, taunt / 20% DEF / 16.5% hold
Nerve Total Radial Revamp: 33% ACC, confuse / 20% DEF / 16.5% hold
Nerve Core Paragon: 45% ACC / 33% hold / 20% DEF
Nerve Radial Paragon: 33% ACC, hold, taunt, confuse, fly / 20% DEF
Spiritual:
Spiritual: 33% RECH
Spiritual Radial: 33% RECH, heal
Spiritual Core: 33% RECH, stun
Spiritual Partial Core Revamp: 33% RECH, stun, heal
Spiritual Total Core Revamp: 45% RECH / 33% stun
Spiritual Partial Radial Revamp: 33% RECH, heal, slow / 16.5% stun
Spiritual Total Radial Revamp: 33% RECH, heal / 20% ToHit / 16.5% stun
Spiritual Core Paragon: 45% RECH / 33% stun, heal
Spiritual Radial Paragon: 33% RECH, heal, stun, slow, jump / 20% ToHit -
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Quote:In theory this is correct. You may want to test it, but that's how it's supposed to work.So a question about what I read. Zombie stated that if you can't enhance a particular power for something that a particular incarnate power won't effect it? I.E. if it does damage but you can't slot it for damage your incarnate won't buff it?
So for example, say I take Spiritual on my fortunata, the recharge buff won't effect my mind link? -
Quote:Could be longer than that, since they only gave us up to uncommon for i19. If that trend continues they could drag it out 20 issues.Yeah, I'm thinking I20 will give us the Judgement Slot, and the other tiers of the Aplha Slot enhancements/ASOs/whatever name they end up with...
And didn't they say they want to release the slots 1 at a time? That means that CoH will be good until at least Issue 28, provided they hand out 1 slot per Issue from 19 on.
So much for DOOOOOOOOOOOOOM.