-
Posts
979 -
Joined
-
Quote:Further it is a special IO whose function is base on the level of the IO and not at what level you took the power. A level 10 BotZ -kb slotted into Fly taken at level 49 will add its -4 kb protection until you exemplar below level 7.Of course a longer response to my thoughts on Storm Powers can be found in my guide, but a couple things that really stand out at me:
The BotZ enhancement, is a global enhancement and is thus always on. Regardless of whether you have fly toggled on or not.
Quote:Please, no. Neither of these sets are good in Freezing Rain. Freezing Rain is NOT a damage power. It is however, probably the most powerful AoE debuff available in the game. Although slotting 5 Raganaroks will give you enough recharge in the power, the accuracy and damage buffs to the power are pretty much wasted. You can read my guide for a detailed analysis of when the Achilles' proc is better than a damage proc, and more advice on how to slot FR. This power will benefit much more from procs than the Ragnarok set. If you're slotting Ragnarok just for the set bonus, I'm sure you have better places to use those slots (if not a better power to slot Ragnarok in).
Quote:Except of course that Tornado is a remarkably strong damage source single targets. Figure out if you enjoy Tornado before deciding on whether it deserves recharge. Having multiple tornados out at a time can be a lot of fun.
Quote:You should always be running Steamy Mist which has a stealth component. Thus both super speed and +stealth are unnecessary. Any one of those in addition to Steamy Mist will provide full invisibility. -
Quote:Thanks for the clarification, makes more sense than my recollections.If you have a Hero Accolade Badge, and become a Villain, you are automatically awarded the corresponding Villain Badge and Accolade Power. The two do NOT stack - the Hero power greys out on your list and ceases to function, with the Villain version taking over. In the case of click Accolades, the Hero version will become unclickable; you'll have to find the Villain version in your powers list and put it on your tray instead. When you switch back to Hero, the Villain versions will stop working, and the Hero ones will start up again.
Doomguide -
Quote:I hope too!
hopefully an ongoing thread
Often when I need(ed) salvage for my main who crafts common IOs and set IOs for my multitude of alts and prices seemed a bit too silly in WW I would/will have her run AE arcs for tickets for random salvage rolls. Usually I do so not on "farming" maps but by running AE arcs such as the ones in this thread. Far more fun for me than running a single map or two over and over. Can't have too long a list of such content to pick from.
Doomguide -
Quote:? Do you mean to soft cap Incarnate defense? You certainly don't need "a high tier alpha power" to soft cap non-Incarnate (the 45% soft cap). You may not need any Incarnate powers to reach 59% either ... just more likely that I'd make the choice to do so but without Mids can't say for sure how I would get there and if any set could do it without needing Incarnate boosts/powers it would be SR.Wow, all of this looks pretty impressive to me, I suspected I was doing SOMETHING wrong but I didn't know how off I was to have to need a high tier alpha power to soft cap non incarnate defense.
Quote:Anyways, I'll try to keep all of that in mind, however as for those badges mentioned, my brute is a vigilante, if I get the badges, become a villain and then go back to vigilante(eventually), would I gain and still have those benefits?
Quote:Also another thing, I'm a little iffy on a personal level of waiting till lvl.47 to get hasten, is there any particular reason why I shouldn't want to get it earlier?
Doomguide -
-
Quote:Yep, Demonic is an excellent godmode either with or without Elude. Before the days of IO's Archmage was one of the tricks my Claws/SR scrapper used to survive if she was still in a heavy fight when Elude was about to crash. If I didn't have the lucks to buff defense it would be click Conserve Power and hit Eye of Magus in the seconds before the crash. These days it's more a back up if something does manage to detoggle me (usually that would involve waaay too many Carnies and Mask(s) of Vitiation to be healthyThere's two reasons to consider taking Elude:
-You are built for the regular (45%) softcap, but want to do incarnate content (where the softcap is 59%)
-You need it for the Endurance boost
Honestly, I'm not sure either of those reasons warrant the End crash when it wears off.
If you don't have them already, grab your Accolade badges. Born in Battle and Marshal will each add 10 points to your max end, and [http://paragonwiki.com/wiki/Demonic_Badge][Demonic[/url] is (in my opinion) a better godmode than any of the crashing ones (like Elude).)
Quote:Red Fortunes will get you more Ranged Def. You want ToD for melee. -
Quote:Short answer, No. Slightly longer answer, 5 slots if you really need the +5% recharge set bonus (and I'd probably chase a Purple set if you need the recharge badly enough to want to slot up Brawl or Boxing). Either way using 6 slots is 1 too many far as set bonuses go. Ditto any place you've used CI. If you keep the 6th slot use it to better the overall enhancement of the power not for the set bonus.Just a couple main points and anything else you feel like adding.
Mostly it's whether or not I should bother taking Elude since I plan to have Melee, Ranged and AoE defense all soft capped eventually anyways and..well elude seems kinda redundant doesn't it?
The other point is that I'm not sure if I should put that kind of slotting attention into brawl or into boxing and I'd like some opinions please.
Elude - No outside of potential use vs the new content in DA (which due to limited playtime I can't really comment on) Elude is, at best, a set mule in a build already at the soft cap for melee/range/AoE.
Other thoughts:
Practiced Brawler - 1 slot only, 2 perhaps if you exemplar frequently and need to ensure it stays perma while exemp'd. 3 is definite overkill in an endgame build.
Knockout Blow - see comments above about 6 slotting CI.
Tough - I wouldn't worry about the Psi resist proc (if you are getting hammered by Psi then inspires >> orange and purple as needed). Make sure Tough is well enhanced for S/L resists and endred first then worry about exotic stuff. Getting Elusive Mind is also well worth it if you find Psi a problem.
Special IO's - Kismet +6% somewhere, I usually like FF or other early power that's run 24-7. Steadfast resist/+3% def is practically a must on a high end SR build. I also gather the Glad proc has taken a nose dive cost wise and therefore is likely a very good investment on an SR character of any stripe.
Miracle +recovery - Ideally move this to Health. You'll lose benefit anytime you exemplar to under 38th as it is dependent on the power being active and not the level of the IO.
Health - begs for 3 Numina for the set bonuses.
Focused Accuracy - Hard to call on this one since I've currently no access to Mids but any slotting which doesn't push hard vs ED on Endred needs weighing options particularly if one plans on running it 24-7 and thereby maximizing the proc's benefit. And if not running 24-7 the BU proc is of dubious benefit if one is just turning it on when you need to hit something you are having trouble hitting.
Doomguide -
Incarnate Soft Cap is 59% i.e. foes Base To Hit is 64%. On a /SR character I'd be aiming for about 1-3% over whichever defense cap I was looking at. So about 46-48% vs the 'normal' soft cap and 60-62% for the Incarnate soft cap. This also assumes you are at 95% DDR.
The usual thought is to either get all the way to the Incarnate cap or don't bother as anything less still leaves you needing to use inspires (or otherwise need some sort of 24-7 buff to defense) to boost to the incarnate soft cap and what you'll sacrifice in the build is not worth it vs just popping purples or whatever. Still 55% is going to take less damage than sitting at 45% if you don't get those inspires/buffs just as being at 41% means less damage than sitting at 32.5% and looking to use purples/buffs to get to the soft cap. The question is if what you sacrifice in the build is worth the extra protection even if not quite to the cap.
My Claws/SR scrapper has never relied on or felt the need for Aid Self. Others do feel it is invaluable. Think much of it is personal play style and what you get used to. Some one who has and uses Aid Self will get the timing of using it (when you can move before the animation finishes etc.) down pat whereas I tend to forget I even have it on my current build and on the rare occasion I do try to use it mid-combat I often interrupt myself or get interrupted due to simple unfamiliarity with its use. For me I have a lot of +max Health and +regen in my build and combined with using inspires (orange and green) I've gotten very comfortable operating while fairly 'colorful' relying on my passive resistance scaling plus the aforementioned +regen/+max health to survive. When the fights over then I may decide to use Aid Self. Mostly for me it's a mule set for 3 Numina's in both Aid Another and Aid Self and the occasional use to shorten downtime. Rebirth Radial merely ensures Aid Self is a mule set for me until I exemp below 45 (which is VERY common). Bottom line for me is if you aren't an Aid Self user now your unlikely to miss it (unless you already miss it) particularly with Rebirth added into the mix.
My Alpha is most commonly Musculature these days though very early on right after the Alpha slot was introduced (and not long after the changes to BotZ) I ran Nerve to boost my defenses back to the soft cap (both ranged and AoE fell under 45% with the BotZ changes) until I respec'd into her current build. The current build runs up around 2.75 end/sec plus the +end from 2 Performance Shifters. Endurance is rarely an issue and usually involves multiple nasty end draining foes ... at which point I use blues, Conserve Power and/or Geas of the Kind Ones as needed to get it done (and have even packed the +recovery temp power when I know I'll be facing all sorts of end draining foes trying some "Silly Scrapper Trick"). Usually I'm running the 3 SR toggles, Tough, Weave, Combat Jumping, Maneuvers and Sprint 24-7 without issue (eventually I might start to run down at which point I either pause very briefly, pop a blue that's the odd man out to combine, hit CP or just turn off Sprint for a spawn or so etc., etc.). Never had any serious thoughts about grabbing or needing Cardiac for endred.
Right now due to a busted hard drive I don't have access to Mids. I hope to have that taken care of within the week. If you're still looking for critique in a week to the build then I'd be happy to give it a once over (or edit to include the longer form listing what sets are in what powers).
Doomguide -
Hmmm, frankly think there are far more power sets/AT's that are easy enough to pick up than ones that are not. This game as many have said is not rocket science (even the 'hard' parts). Add in a generally very helpful, friendly community (both here and live in game) and there's really few things that should be all that daunting even to a total MMO newbie. Which I was when I started.
I would not recommend starting with MM personally.
I would not start with any of the Epic AT's ... Peacebringer, Warshade or VEAT, though the VEATS aren't particularly difficult until you reach the decision point of what to continue onto 50 with and it's really only making that decision that adds trickiness to the equation.
Outside of that my first 4 characters were in order: Claws/SR, Broadsword/Regen, Empathy/Dark and Kin/Psi and I'm still here7 years later.
Friend who started as a Spines/Regen and is still active 6 years later. And another who started with Nrg/Nrg and proceeded through Fire/Fire, Ice/Ice, and lots of similar blasters and is still active (though less so) 6+ years later.
Doomguide -
And any debuffs, resistance specifically, such as provided by Tar Patch, Sleet or Freezing Rain do increase the damage ... correct?
Doomguide -
The question is why are we looking for 50% defense on /SR? For incarnate trials you'll still need purples or outside buffs to hit 59% (the iTrial soft cap) and for anything else 50% is a good 2 to 4% more than you really need do to your DDR (which should be at 95% ... no Mids for me to see but looks like it should be). Defense Debuffs should not be a worry (i.e getting hit by a 50% defense debuff will net your foe a loss of 2.5% off your positions). To Hit buffed foes are another story altogether, that's what makes DE and vengeance fueled Nemesis hazardous!
You should anticipate getting hit even at the soft cap but ideally not often enough to need Aid Self. Your passive regen or the occasional green should be plenty (and be faster, more reliable and cost less end). For Incarnate work I'd pickup Rebirth for the +regen. While my /SR has Aid Self and Aid Another both are more set mules for 3 slotted Numina's (for the +max health and +regen). In thousands of hours playing time I can count on one hand the number of times Aid Self has made the difference between dead scrapper and not. I do use it occasionally but mostly to heal up a bit and lower downtime than for staying upright. As a footnote my claws/SR is sitting around 29% passive regen and 1950 or so health with build plans to push both a little higher yet.
If you need slots you could get one from each passive. 2 common defense IO's in each should be enough. ED is hitting the 3rd one pretty hard (and you are at 50% you don't need to eek out that extra tiny bit). And if you really feel you do there's always boosters. Personally mine 3 slots Serendipity for the extra +max health and +regen. Once you hit about 47% defense I'd be looking for +max health and +regen (max health will also net more regen) over other set bonuses especially +defense. -
http://wiki.cohtitan.com/wiki/Attack_Mechanics
Not sure how it got this far without this link showing up
Edit: Derp, second reply is sooo far back for my memory apparently -
This is what I would do and recommend as well. There's usually a ton of buffs flying around as well in addition to inspires.
-
If you could post up the short form so I can see power choices and slotting ... (not having Mids installed really sucks). Guess what folks are saying (I know I was trying to) is that healing, buffing and blasting can all be there. The choice of which to use is basically dependent on you and the situation not the build (the build can, and I think should, have all those elements well slotted). About the only thing that is less likely to be in my builds that might appear more in other builds would be Absorb Pain. But I do have it in a couple of builds slotted only with heal enhancements (no recharge or other enhancement). I'm just not a big fan of AP it has nothing to do, in my mind anyway, with anything more than personal preference. The real question for me right now is how much defense one can get without sacrificing too much recharge (I want enough for perma-Hasten or within a few seconds of perma as in turn that'll get me the minimum recharge I want on, specifically, my Auras). Given that I've a Emp/Fire build with 33%+ for ranged, AoE, and F/C/E/N plus S/L resistance of 65% as well as a solo only Emp/Sonic build with soft capped range defense (and a variant of that, Emp/Sonic/Mace with 61% S/L defenses) I'm guessing it's quite doable to have substantial defenses without losing too much in terms of recharge etc..
-
Quote:Totally agree. I have multiple Empaths. Every single one of them can run a full attack chain of ED capped blasts and every single one of them also has well slotted, ED capped, HA and HO. Most of them also have a fully slotted Nuke and tend to use it. AB will be permanently on some teammate. Fort will be more limited by my attention to buffing than what the build can do. In short my Offenders are equally capable of 'Pure Support', it's just a matter of what the situation demands of them at any given moment.You don't have to limit yourself. At level 50, you have enough powers and slots to do everything your powerset combination is capable of. So healing, buffing, damaging, and resistance debuffing are all things you should be able to do well without requiring a sacrifice on any of them.
As for the build ... no Mids capability right now makes for a sad face. -
I agree Grey Pilgrim just not sure as I reread my post that I made that clear. Can't expect to get full benefit from a set when you don't adapt your play style to fit the set. The difference here I think is unlike Archery, Fire, or Sonic or any of the rest is you do not have to adopt play style to gain the benefit of the secondary effect of the set (beyond adapting to the set overall). Archery you get higher inherent accuracy, fire you get more damage (DoT), Sonic you get -resist. I can fire Shriek and Scream and stack their -resist for more resist and it has an benefit in killing faster. I can use Power Bolt and Power Blast and see less incoming damage from the kb effects even though they are somewhat random. I can fire off Charged Bolts and Lightning Bolt do I really kill anything faster (or do it safer) from stacking the -end and -recovery (neither of which occur 100% of the time they both random like the kb of energy blast). To really get the benefit and leverage the -end and -recovery one really wants to (needs to?) use Short Circuit and I do have to adapt my play to use SC specifically. I don't have to particularly adapt to use a specific power of the other sets to make the rest of them have a beneficial effect. To extract benefits from the secondary effect of the set I don't need to use Blaze to make best use of Flares and Fire Blast or use Explosive Arrow to see beneficial effects from Snap Shot and Aimed Shot. Having not played them yet (or been a while since I did) not as sure if Beam Rifle or Dual Pistols have some elements similar to this.
-
-
a couple more thoughts:
6b. Adding to Zombie Man's specific advice and to my (and others) general stay mobile advice, I really like Combat Jumping+Hurdle+SS+stealth IO.
8. Know thy enemy. It helps when deciding which of the rest of the survival tricks will most likely get the results you want (You're alive and they're not) No trying to use SC or PS on Sappers or use knockdown, EF or TC on the Cimeroran after they've done all that screaming (Shout of Command) and that annoying sleep is coming from the Rikti Chief Mentalist hanging out waaay back there, but get up in his face and his sword will come out. Is that an improvement? Maybe if you have 2 orange, a purple and an active Regen Aura but no break free or mez protection right. Nevermind SC+PS and he's standing there looking at you, just looking, thinking how gawd awful heavy his sword is
And oops Power Sink is in both Electricity Mastery and Mu Mastery, not sure where I got the idea it wasn't in Electricity Mastery. -
Quote:Oh I know you're right. I've been on numerous small teams made entirely of defenders. All Emps-Green Machine, all Rads-Faithful Fans of Fallout and a duo of Cold/Ice defenders come to mind immediately. I think what made (makes) it standout in my mind was just how early the group started rather lopsidedly trouncing everything (while still not even properly SO'd). But even there it had as much to do with the buffs loaded onto a WP scrapper as the debuffs I'd hazard to say.I'd be willing to bet that had far more to do with the presence of four defenders that the darkity-darkness of the team. Don't get me wrong, every Dark set I've played has been excellent - I'm a huge Dark Melee fan, myself. But any team with four defenders should be unstoppable, unless very poorly played.
Team Sparkles, or Team Furball? :P -
Yes but is that unfair ... his play style doesn't match the power set he chose?
On the other hand (and perhaps in his corner of the debate) Short Circuit is the only power out of 9 powers in the set that requires being in melee range, but much of the secondary effect of end drain, if one wishes to leverage it, pretty much requires the use of Short Circuit to be effective (or choosing a specific secondary which again largely requires melee to leverage end drain). I can't recall any secondary effect that is so dependent on 1 power in the set to be effectively leveraged. Is this dependency on SC do to the 1) short durations of the end drain effects, 2) the small? amounts or 3) their random nature? Or all 3?
Edit: Or perhaps I should say his play style doesn't match if he wishes to leverage the secondary effect, in this case end drain. -
I'd be looking at some combo of Primary->Traps, Rad, or Cold Defender paired with Sonic Blast secondary.
That said one of the most potent themed groups my friends and I had (usually 3 to 5 of us) were Dark themed group. Everyone had at least one of something "Dark" for the Twilight Brotherhood.
1) Dark Melee/Willpower scrapper
2) Dark Miasma/Archery defender
3) Sonic Resonance/Dark Blast defender
4) Cold Domination/Dark Blast defender
5) Dark Miasma/Dark Blast defender
By the mid to late-20's we were running everything at +4/x8.
So nasty we bored ourselves to death by the early 30's as we vaporized everything in our paths.
That scrapper was silly hard to hurt if all 4 defenders were online.
Maybe with the new Dark set out ... -
It's also a matter of magnitude. Knockdown and Knockback are the same effect at differing magnitudes. Foes who are lower level or weak against knockdown may end up getting knocked back by an attack such as Focus which normally only does knockdown, for example Clockwork (non-Praetorian such as the ones in Synapse).
Focus = 0.67 knockback
Shockwave = 1.454 knockback
The point at which knockdown is thought to start to become knockback is around 0.75
So unless you are saying the same foe gets knocked down by Shockwave but is knocked backwards by Focus ... ?
Edit to include link --> http://wiki.cohtitan.com/wiki/Knockback -
Yeesh, okay that is worse than my apparently faulty memory recalls ... its about the equivalent of replacing all my set bonuses on my Claws/SR (and not even quite that). So more like a scrapper with accolades but not sets for max health (and very briefly so not much use for mitigation unless you know you are about to take that 1800 damage attack). I must be recalling the actual +Heal Radial delivers.
-
Unfortunately I've no access to Mids at the moment but I'll toss some thoughts out primarily about the Empathy side of things (where I have a ton of experience) and a bit about the controller side (lots of controller experience overall but less Plant specifically).
First off to quote UnicyclePeon:
Quote:Empaths thrive on recharge. On an Empath I want recharge, recharge and more recharge. I want perma-Hasten (at least on a high end build) and I want those Auras seeing downtimes in the range of 35-50 seconds prior to outside buffs. Then I'll worry about getting what defense if any I have. And as a footnote I play very offensive Emps. Their 'defense' is almost entirely from other sources of mitigation --> inspires, teammates, accolades, Regen Aura and mezzing them first (which as a controller Emp you already have a HUGE leg up on my defenders). If you go with Indomitable Will then you have yet another very large reason to seek very high recharge rates in your build as I would be looking to make IW perma as well and that requires extremely high recharge rates. IW will give you substantial mez protection, no stun, hold, confuse, terrorize or sleep will likely get you any more than your typical melee character. But the second it drops (even if it's less than a second) any mezzes on you will take effect as well as any that land until you can click to activate IW again. Hence ideally you want it perma.Recharge should still be the main focus.
Strangler - get the 4th Basilisk and the 7.5% recharge bonus
Healing Aura and Heal Other - Generally 5 slotted with Doctored Wounds for the 5% recharge bonus.
Spore Burst - if I took the Sleep it would be for the cheaper Purple set for the 10% recharge bonus at 5 slots
Resurrect - With the recharge I'd be getting I'd be more likely to drop an Endred in here particularly since Vigilance is not working for you. Coming up with 26 end if your Auras are down and you really want a teammate upright NOW! can be a lot of endurance.
Hasten - Again with the recharge I'd be aiming for 2 slots might be overkill (especially if running Spiritual as your Alpha) 3 slots shouldn't be needed outside of exemplar status, freeing up one (or more) slots for elsewhere.
Fortitude - While I would certainly enhance Defense first then the To Hit I would also like to have both since there's no Tactics here. I'd want the To Hit for buffing Fly Trap (as well as the defense). Note that Tactics, Fortitude and Vengeance can all take Rectified Reticle which with 2 slots has a S/L defense bonus and both Fort and Vengeance can take LotG +7.5% recharge.
Recovery Aura - fine as is but often these days I find myself going Rech, Endmod/Rech, Endmod/Rech for very tiny loss in net recharge for a nice boost to +recovery.
Weave and Maneuvers - I'd be using 2 slots minimum here (more if could come up with them) using LotG Def, Def/Inc Recharge and likely some enhancement boosters if I had them (plus Def/Endred if I could get the slots freed).
Regen Aura - another Doctored Wounds
Adrenaline Boost - Enhance the regen aspect first and foremost. The Perf Shifter +End proc is far as I know would be a waste in this power ... it'll fire once when you cast AB at the most (which will be a potential +End every 80-90 seconds or so) That and the +regen portion of the boost is what is you really want out of this power. Use a 6th slot to enhance endmod portion for counter nuke crashes ... the other 5 I would typically go 5 Doctored Wounds.
Mental Blast - Decimation for the 6.25% recharge
Indomitable Will - max the heck out of the recharge in the power, this combined with all the global recharge you can muster is what will give you a shot at dropping the powers recharge to perma status. And whenever you doubt the goal think of what having a mez free controller is worth ... like taking a Destiny other than Clarion (say Barrier for the defense) or having to always keep several break free on hand.
Lastly it's killing me to not be able to fiddle in Mids. I did come up with a Emp/Fire defender build with strong typed and positional defenses (32+) who while didn't have the crazy recharge needed for IW did have the recharge for perma/near perma Hasten and a global recharge only about 10% off the purely high recharge build so the idea of having the high global recharge and solid defenses isn't necessarily out of the picture particularly when adding Incarnates into the mix. (See the 14th and 15th post in this thread -> http://boards.cityofheroes.com/showthread.php?t=277697) -
Quote:Agreed. My main is a Claws/SR and she's never really felt the need for Aid Self (she has it now and it's basically a set mule for +max health and +regen) having access to Rebirth Radial only made Aid Self even moreso. Haven't played with or otherwise seen the math but one place I might see Core have more use would be on a new players first level 50 (read relatively poor and new to IO building) running primarily on SO's without accolades etc., on a /SR character. Going from base hp to what my heavily IO'd scrapper has for Max Health (going from 1300's to the 2000's) might make the choice for Core over Radial (might) mostly for the ability to soak up those endgame and very potent damage spikes where 1300 is dead and 2000 is staggered but still upright that will occur even when at the incarnate soft cap.I far, far prefer Radial. The regen buff starts out preposterously huge, and tapers off to merely strong. The HP buff in the Core version starts out moderately strong, and tapers off to negligible. I haven't ever seen a build that would benefit more from Core than Radial; perhaps one exists, but I'm having a hard time imagining it.
My two /SD incarnates use Rebirth, and between that and the occasional green candy I've never felt a need for Aid Self.
I should mentioned I'm also going off memory of just how much +HP Core would offer (which, if faulty, could blow this thought out of the water). EDIT: Took a peek at Paragon Wiki's page and didn't see the actually amount of max health applied anywhere on the page(s) after a quick look.