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Posts
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I've been working on an Elec/Time build and found after a few tweaks that I had some slots to play with, and am considering possibly using them to proc out Jolting Chain due to it's extremely short recharge (base 8 seconds, 2.24 in the build I'm currently working on, without enhancement) and high target cap.
The procs I was thinking of using are:
Tempest: Chance for End Drain (25% Chance to Fire, -13% Endurance), normally useless, but on an Electric Controller who already heavily abuses endurance drain it might be viable stacking.
Devastation: Chance of Hold (15% Chance to Fire, Mag 2 Hold), again, normally useless, but this normally can only be slotted in a single target attack. It may have some value in a 16 target cap chain, especially for stacking.
Explosive Strike: Chance for Smashing Damage (standard damage proc), should be a passable AoE damage source on such a spammable power.
Has anyone ever used Jolting Chain in this manner before? I'm very curious to hear the results. -
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Quote:This is really not a good argument to make, as there are a lot of players in this community who question the validity of Blasters as an archetype because they are so heavily overshadowed by the melee and support archetypes.I mean, blasters get melee attacks in their secondaries depending on which set they take, yet I don't see energy melee brutes, for example, complaining that blasters with energy manipulation are threatening their roles on teams. Why would blasters or corruptors be threatened by a scrapper that could fire a couple of decent ranged attacks here and there? After all, any melee toon built for melee is going to spend most of its time doing what it does best anyway, which is melee dps; the ranged attacks would be mostly situational, just like Power Thrust, Bone Smasher, et. al. from the energy manipulation set is for blasters.
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Sign me up for a Scythe titan weapon. Doooo waaaaant.
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Ice is nice on a 'fender because both rains keep their Blaster-level damage numbers. Fire got nerfed for Defenders and it's Rain power does not do Blaster damage, plus, it's a double whammy because the Corruptor version does keep the Blaster-level damage on Rain of Fire and it double Scourges. MMmmmm.
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I'm thinking StJ/FA Brute and StJ/SD Scrapper will both be gloriously hurtinatey. Both secondaries will prop up the AoE damage and also provide big boosts to single target.
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Quote:As long as this didn't obey the Rule of 5, I might actually be able to play a Peacebringer.I still think the best compromise to the long-standing KB debate is a -50% KB IO. Limit it to one per power so that the strongest KB powers retain some KB, but the majority can be sent below the KB threshold by choice, and with a small sacrifice (the slot). I'd gladly give up the slot for some powers (I'm looking at you Handclap).
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Crabs, as previously mentioned, are the most pet-heavy AT possible outside of Masterminds with 6 100% uptime pets, but you do have to resummon them every... four or five minutes, I forget which, and it takes a bit of recharge to get the patron one perma'd.
Other than that.. elec/dark Corr or dark/elec Defender gets 2 (+a timed one with a patron pool). Elec control gets 2, fire control gets 3. elec/dev blaster gets 2 (+patron). Illusion can be built to have 4-6 out all the time. -
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Quote:Something to think about I guess, though I'm going to have to work on my inf generation if I'm gonna be able to consider it.To do this on FA, without making large sacrifices [actually it may be the only way, but I haven't tried all possible methods], you will need a Glad's 3%. I highly recommend it.
I know it can break the bank, but I have my SS/FA at 45% S/L and ~31% E/N and it performs very nicely. If you aren't willing to pay for the Glad's, I would personally stick with 32.5%, gain some e/n and recharge with the lost S/L and get used to carrying lucks.
How much can you rely on Healing Flames for survival? Is stacking recharge with a moderate amount of defense viable? -
/Devices is just awful. DP isn't the best set in the world to start with, don't have her pair it with super bad set.
Traps/DP or DP/Traps would be a feasible combo, but Traps isn't the simplest set to play. You don't have to monitor your group or anything, but it requires more of a tactical approach than most. On the bright side it doesn't suffer from constant power use so it won't force redrawing the pistols all the time.
Edit: I would, personally, not pair Time Manipulation with a weapon set, but I find redraw extremely aggravating to deal with often (Time is a very active set and requires you to monitor both healing and a couple long recharge buffs to peak performance, as well as monitor the special debuff effect of Delayed). -
Something you might want to consider if you haven't already gotten too far to consider rerolling is that /Shield is head and shoulders better on a Scrapper than a Brute, due to the low base damage of Brutes not playing nicely with %damage buffs (they become desaturated in the face of Fury), and the damage cap of Shield Charge only being 400% (as opposed to the normal Brute damage cap of 775%).
Mind you, it's still not an awful set on a Brute just because /Shield is strong in general, but you'll get more mileage out of the same Shield build on a Scrapper than a Brute. -
Hello folks,
I'm thinking of building an StJ/Fiery Aura character (concept) and everything I have ever read about Fiery Aura suggests it's best on a Brute, so here I am.
That said, I have never played a purely Resist based armor set beyond about level 30 before, so I'm not really sure what to build for. I would like to end up with a heavy damage dealer that retains enough survivability to actually deal that damage. Defense softcapping with high recharge is usually what I aim for, but it seems absurdly difficult, if not impossible, to softcap this combo.
My current build is floating at about 41% S/L def (34% melee), with negligible values everywhere else (12-16%), and about 52% S/L resist, 35% E/N, 90% F (of course), and 21% cold. I'm a bit concerned with those numbers and really wish I could figure out how to at least cap S/L defense, as I know how big of a difference that last 5% makes.
I'm also only hitting 113.8% global recharge with Hasten active, putting it at 10 seconds of downtime with Spiritual Core, and seeing Healing Flames hit a 13 second recharge, 814 HP heal.
Any improvements anyone could suggest would come much appreciated. The build is aimed at normal and incarnate content, and I mostly team but prefer to still be capable of soloing most enemy groups on x8. I don't care much about farming ability for this particular character, and would use an alternate build if I were going to bother.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Street Justice
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Heavy Blow- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance
- (A) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Karma - Knockback Protection
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (19) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Steadfast Protection - Knockback Protection
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance/Recharge
- (29) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (31) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Chance of Damage(Energy)
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - EndMod/Accuracy
- (34) Efficacy Adaptor - EndMod/Recharge
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (37) Achilles' Heel - Chance for Res Debuff
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Endurance Modification IO
- (46) Performance Shifter - EndMod
- (46) Performance Shifter - Chance for +End
- (A) Performance Shifter - Chance for +End
- (A) Reactive Armor - Resistance
- (48) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 0: Marshal
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Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (13) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (15) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 32.38% Defense(Smashing)
- 32.38% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 28% Defense(Melee)
- 7.38% Defense(Ranged)
- 5.5% Defense(AoE)
- 36% Enhancement(Accuracy)
- 43.75% Enhancement(RechargeTime)
- 15% FlySpeed
- 219.3 HP (14.63%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 17.05%
- MezResist(Stun) 6.6%
- 8% (0.13 End/sec) Recovery
- 32% (2 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 15% RunSpeed
Set Bonuses:
Kinetic Combat
(Heavy Blow)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Sweeping Cross)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Healing Flames)- 12% (0.75 HP/sec) Regeneration
- 28.11 HP (1.88%) HitPoints
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback (Mag -4), Knockup (Mag -4)
(Rib Cracker)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Temperature Protection)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Blazing Aura)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Maneuvers)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Spinning Strike)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Consume)- 16.87 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
(Shin Breaker)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Burn)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Boxing)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Crushing Uppercut)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Superior Conditioning)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Quote:It actually does have a free-to-level-20 model now.This. I paid for GR, I paid for boosters, I'd have paid for CoV if I were playing when it was released.
Also OP, do you happen to know that the world's most popular mmorpg that DOESN'T have a f2p model has three paid expansions which were released for 40 bucks each?
Also microtransactions (which are wildly more expensive than here). -
Gotta go with Traps/Sonic Defender on this one. Their -res numbers are absolutely staggering and Traps is also a delightfully potent set in numerous other ways.
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Mechanically speaking, you'd be insane to take FF over Traps in today's game. The Traps set is one of the best, and most versatile, while FF is one of the worst, and least versatile.
That said, if you just can't stand the idea of Traps for your concept, FF is still playable, it just suffers tremendously from being a one-trick-that-everyone-knows-pony and only has 3-6 good powers, depending on your feelings towards Force Bubble, PFF, and Repulsion Bomb (I personally feel the former too are far too situational in today's game and the latter is totally subpar as an attack and a soft control). -
I run 2xGeforce 460 (1024 MB variant), and am very pleased with the performance that I get from my system. I run CoH on full Ultra with seldom a flicker of framerate reduction and get great performance on other, more recent games too. They're not, as others have said, unreasonably priced, either.
I'm not sure, however, honestly, what you'd get better performance out of, a single 580 or two 460s, but two 460s are still cheaper than a 580 based on a cursory look at Newegg.
Edit: As far as NVIDIA versus ATI goes, I personally have had far, far fewer problems with all of my NVIDIA cards combined over the years (probably somewhere in the neighborhood of six or seven different cards) than either one of the two systems I have used ATI cards in. This is anecdotal, sure, but I am not the only person with similar experiences, and most games in my experience also put their first effort into NVIDIA development with ATI as more of an afterthought. -
Quote:They will heal the player.Will lore pets heal the player or just the other pet? Also, will said healing pet's heals count towards badges?
I have not explicitly tested for Lore pets, but Mastermind pets that heal do contribute to your badge progression, and since the Lore pets are mechanically very similar, I would be inclined to guess that they also do. -
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Word of warning about Super Reflexes: There really isn't much of a reason, mechanically, to pick this set anymore. Any defense-based armor set can soft cap everything (or everything but psi in some cases), which is all SR can offer you, and they all bring other tools along with them. The only benefit SR has aside from defense values is a +20% global recharge passive power.
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I mostly only invest in them for control-types because they benefit so much from the stacked recharge and the attack sets are so ludicrously expensive. I'm working on my market-fu, but still, buying a single purple attack set would be more than my net worth at the moment.
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The +Damage alpha increases the damage of Judgement. I don't believe any other incarante abilities are impacted by Alpha.
I'm reasonably certain that all aspects of the Alpha Slot Boosts except for the +Recharge on the Spiritual line effect Judgement, Lore, and Destiny. -
Domination? Crappy? Ahh... right then.
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Gonna add my votes to KM/Shield Scrapper or KM/Nin Stalker