DreadShinobi

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  1. The thing for me is that anything a Tanker can do, a Brute or Scrapper can do pretty much equally well while dealing significantly more damage at the same time. However the thing is this isn't specifically a problem with the tanker class, more its a subtle issue with the game itself in that the survivability of a tank is never needed over that of a Brute or Scrapper because of how combat mechanics in this game as well as the in general very low difficulty of all content. Anything that needs to be "tanked" in this game can have its aggro held by a Brute or Scrapper and they can equally sustain any damage as well as a tank assuming both are built equally well.
  2. DreadShinobi

    New Interfaces

    If you're looking at burning through your salvage, I'd honestly look at expanding your options for Destiny and Lore rather than Interface. I don't really see why you would need anything other than Reactive for your interface slot, however having additional Destiny or Lore can be a nice option to have.

    ie....

    Clarion on hand for UGT
    The new teleport Destiny is nice to have as a switch in utility if you ever need it for a TF/trial or whatever when other things are already covered.
    You could grab Cimerorans for a higher dps lore pet or Longbow to have massive regen debuffs on hand, and you would still have your other lore pets for whatever concept reasons you may have.

    You could also potentially get a different Alpha like Musculature or Agility and pick up Ageless for your endurance as well as giving your group fabulous debuff resistance.

    Having multiple interface doesn't give you as many options as Interface is all just about the same, ie provide more damage for yourself, having multiple destinies so they can be switched out depending on your task and/or what your group needs would be much better


    IMO, of course.
  3. Quote:
    Originally Posted by Errant View Post
    Mentioned here. ^_^
    Yes, I read it, I was mostly emphasizing it.
  4. My Hybrid AT:

    Primary: (Ranged Blaster damage mods, Melee Scrapper damage mods, Brute damage cap)
    Winning Blast Melee
    T1) Incinerate
    T2) Blaze
    T3) Fire Ball
    T4) Greater Fire Sword
    T5) Soul Drain
    T6) Rain of Fire
    T7) Seeds of Confusion
    T8) Foot Stomp
    T9) Psychic Shockwave

    Secondary: (Defender buff mods)
    Winning Manipulation
    T1) Transfusion
    T2) Speed Bosst
    T3) Time's Juncture
    T4) Indomitable Will
    T5) Lingering Radiation
    T6) Farsight
    T7) Sleet
    T8) Heat Loss
    T9) Fulcrum Shift
  5. Quote:
    Originally Posted by Master_Templar View Post
    True, although it depends on targets. I meant to say -res instead of -dmg. In the CoP I mentioned, we had nearly all melee and I believe I was the only buff/debuff at the time (I was Fire/Kin controller, and there was a corr too, not sure what it was), and AVs health definitely was not moving (we went a few rounds of mobs/AVs), so in that situation where we were getting maybe 4-5 targets for ~100+% damage, it just wasn't enough to overcome the regen of the AV. We definitely needed some sort of -regen or -res. Not saying Kin is bad by any means, but I think you still need to think of it as primarily a buff set and not particularly a debuff one (even though it does debuff and do -dmg as you state).

    As for the -regen piece, when an earlier posted said "kin has regen" .. I wouldn't really call -50% as "having -regen" since the other sets in question (traps and cold) hit -500% easily.

    MT
    Of course you weren't denting the hp of the CoP AV (especially if it was the stormy, because of hurricane which would have made many of your melee significantly less effective) and even if you had a Cold instead of a Kin it really wouldn't have made a difference. The CoP AV regens 597.58 hp/sec. A single cold would have only reduced that regeneration by about 1/6th of the total. You needed alot more buffers/debuffers in general on your run, not just a different source of buff/debuff... and alot less melee. Whether that was a kin or a cold or a rad or some weird mutant AT that had both kin as a primary set and cold as a secondary wouldn't have made a difference. It takes 6 sources of -500% regen to floor his regen, and it's not really possible to have his regen floored permanently all the time too because of his Immunity forcefield, which means you need a certain threshold of damage as well.

    source: http://boards.cityofheroes.com/showp...75&postcount=1
  6. Would strongly recommend Fire Blast or Gloom for ranged options and standard use in your attack chain.
  7. Also for tiers, progression should look something like

    get alpha, lore, and destiny to T3 for level shifts asap and Judgment/Interface to T1

    Alpha is nice to have at T4 for anything except cardiac/vigor, to bypass more ED. Cardiac/vigor don't really need to be T4'd because you usually wouldn't be ramming the ED cap for end reduction.

    Judgment, Interface, and Lore are usually good enough at T3. (make sure to get the t3 75% dot chance for reactive interface)

    Destiny is really nice to have at T4 for the increased duration, stronger buff, and wider radius.
  8. Synch really covered pretty much everything.

    Reactive is far and away the best Interface choice regardless of what spec you're running. Go the Radial route focusing on the DoT.

    I always choose Cimerorans for Lore as they do the most dps.

    For reference, these are the dps values of the core side of the tree at T4.
    Quote:
    Cimerorans = 278
    Warworks = 209
    Phantoms = 204
    Rularuu = 199
    Carnies = 184
    Longbow* = 184
    Rikti = 180
    IDF = 179
    Arachnos = 178
    Nemesis = 164
    Robotic Drones = 162
    Polar Lights = 160
    Clockwork = 151
    Storm Elementals = 148
    Vanguard = 141
    Seers = 131
    Judgment is all pretty much even. In general I would say: Pyronic for damage/activation, Ion for radius/targets, Void for the damage debuff, Cryo, kinda sucks. I haven't really played around with Vorpal yet.

    Destiny is heavily dependant on your build.

    As a tanker:
    Rebirth heal/+regen is probably the best choice if you are playing an armor set that has little or no healing or would otherwise greatly benefit from the +regen. (some examples are SR, EA, Elec, Invul)
    Barrier +def/+res is good on sets that dont need the heal/regen from rebirth or squishier sets that could benefit from the +def. (remember that T4 barrier is a perma +5% def and 10% res increase). Sets that would greatly benefit from Barrier are most resistance sets like Fire or Elec, or really anything that doesnt need Rebirth.
    Ageless offers really good debuff protection on the radial side. It also provides a moderate recharge buff and can solve some endurance issues.
    The only real reason to take Clarion on a tank is for the UGT in which case it is needed for the final boss.

    Alpha is also dependant on build. In general Cardiac or Vigor if you need help with endurance, if you're endurance is fine pick up spiritual or agility for the +rchg, if you already have a solid attack chain or no other abilities that would heavily benefit from the +rchg, grab musculature for the +dmg
  9. The main thing to note is that if you go spines with /dark /fire or /elec you won't have a taunt aura. If you want a good taunt aura you need to go /wp or /invul (and unfortunately shield isnt an option)
  10. Quote:
    Originally Posted by Master_Templar View Post
    Don't forget Kin's Speed Boost, which is equal to Chrono Shift's +RECH. Also, Increase Density gives Indomitable Will level Stun and Hold level protection, at the base slot (!) to your party. And of course the Trans pair isn't exactly a "buff" but they are still ridiculously good.

    Kin's -regen and -dmg is laughable, but the other stuff surely makes it a great BUFF set.

    MT
    Actually Kin's -damage is extremely powerful, it can stack more -dmg than any other set in the game, and it can make a huge difference when going for things like master badges as AV's will have a much more difficult time dealing significant damage to you, as well as every spawn will eat a -20/25% dmg debuff from fulcrum shift.

    Quote:
    Originally Posted by Master_Templar View Post
    It does, Transfusion has -50%. Ain't it cute?

    MT
    Kin doesn't really need strong -regen when it has so much +damage. Time's lack of strong -regen hits the set's offensive performance much harder because it has significantly less damage modifiers like Kin or Cold does, the longer it takes to kill a hard target the more important -regen becomes. The higher your groups raw dps is, the less -regen is needed.
  11. Quote:
    Originally Posted by BrandX View Post
    You know, I like the idea of giving it a -Resist or +DMG boost, as a way of the stalker finding the enemies weak point, but I think the -Resist would take them out of hide.
    Please correct me if I am wrong, but doesn't Bane Spider Surveillance do -res and -def and not cause aggro or drop you out of hide? Pretty sure it only aggros if you have an achilles heel proc in it.
  12. It will probably be the exact same animation as it is when in hide except with the first 2 seconds chopped off.
  13. Quote:
    Originally Posted by Laevateinn View Post
    Are you sure? Don't you think that giving fire a crashless inferno would instantly make it a much better performer (more than it currently is)?
    1. Yes.
    2. It's not crashless. A 75% end drop + a -1000% recovery debuff are not crashless. You will still bottom out of endurance if you use 1-3 more powers after nuking if one of those isn't a recovery power or you pop blues. Also keep in mind that any toggles that you have running will quickly eat away your endurance since you have no recovery to sustain them. You're still pretty much in the same situation you would be as you are currently, except without having to retoggle.
    3. Yes, the point is to make all nukes perform better than they currently do. Fire happens to fall into this category as it contains a crash nuke.
    4. It shouldn't step on the toes of noncrash nukes sets (AR, Archery, DP) as those nukes are balanced against current nukes by their fast recharge (as fiery enforcer said)

    Arguably, I would say that other sets would benefit more than fire from this change. Fire already has plenty of aoe damage to mow down spawns. Other sets will gain a usable tool (because right now, many people do not consider crash nukes usable) to aoe mobs quickly and efficiently that they didn't have before, Fire already had this in RoF, Fireball, and Firebreath. All crash nuke sets will benefit, but imo the sets with the least aoe will benefit most, ie, not fire.
  14. As Thorizden said, pop one in footstomp, it is not worth putting the +rchg procs in your single target punches however.
  15. Quote:
    Originally Posted by Supernumiphone View Post
    Currently Placate+AS is the highest DPSA combo available to most primaries. So there's a valid reason to use Placate mid-fight if you can pull off the interruptible AS. Looking at the numbers for Broadsword, one of the sets that would benefit the least from these changes, I got better DPSA numbers for an unhidden AS than for the Placate+AS combo. Specifically:



    So you're better off not using Placate with the proposed changes, which is not true currently.
    Placate will be a 100% defensive ability with the proposed changes unless they give it a secondary effect (like +dmg or -res)
  16. Quote:
    Originally Posted by Black Zot View Post
    Ever get hit in the face with an unexpected blast of cold air (from someone opening a door in the winter or somesuch)? Ever get abruptly dunked in ice-cold water? It tends to discombobulate you for a second or two.

    Speaking from experience on both counts.
    Yeah that's pretty much what I was thinking.
  17. 2x SS/Fire Brute
    3x Fire/Cold Corr
    2x Fire/Kin Corr (and while one can cap a team there are many situations where it's better to split the team, ITF for example, in which case 2 is better)
    1x Fire/Rad Corr (entirely for the aoe -regen)

    1 Fire/Kin Corr or 1 Fire/Rad corr can be substituted for a respective Troller of the same type when control is needed (for example locking down the ambushes in apex tf before they scatter)

    Friends and I have discussed at length the absolute best combination for fastest possible TF records and this is pretty much it. Ironically all our records come up completely randomly when we dont plan for them.
  18. Quote:
    Originally Posted by DarkCurrent View Post
    Sad thing is both sets could be 'fixed' with a couple minor tweaks.

    For ice, they could put some -dmg debuff in the controls like Shiver. Take the dmg out of flash freeze, so it doesn't interrupt any other sleep effect and prevent you from stacking. Put -kb in flash freeze so you can sleep mobs and not wake them up by them falling down on ice slick. Remove the -kb from the immobs so ice slick starts them flopping and the immobs keep them there. Jack could stand to be tougher. Maybe increase his defense numbers, or give him an ice patch power like blasters get.
    Agree with everything cept -dmg in Shiver, which is already a very strong debuff and it's good as it is for controllers and it wouldnt fix it for doms by adding -dmg. That and it's a control set not a debuff set, even though the set has very good -rchg debuffs, it's my opinion that the focus should stay on mezzes not debuffs.

    I'd like to say add a short duration mag 2 Stun or Hold into Shiver, but I'm not sure how I would explain it.
  19. DreadShinobi

    Powers Panel

    Quote:
    Originally Posted by Shadow Wail View Post
    Ok...Are they going to be free to VIPs?

    Fearsome Stare is slotted for -ToHit and it is amazing to start stacking the -ToHit for a Dom
    We don't have any numbers yet. Fearsome Stare for corrs (same buff mods as trollers) is -15% tohit base. Buff mods for doms is lower. That and this Fearsome stare will be in a control set not a debuff set, it is unlikely that the -tohit will be as powerful in dark control as it is in Dark Miasma
  20. Quote:
    Originally Posted by Placta View Post
    I'm looking for feedback on this: Assuming we're not under time pressure, should we leave the terminals alone, regardless of whether we're trying for Loves a Challenge? The upside is that it's easy to dodge the beam when all we're doing is waiting for Anti-Matter to regenerate. The downside is we'd have a few more beams in combat to dodge, and a few Disintegration deaths could mean the whole trial fails.
    I haven't been on your badge runs, so take my feedback with a grain of salt.

    The terminals at the first time stop aren't really a big deal since he is regenerating from 75%-100%, usually you only cut off his regeneration only shortly before he gets back to full. The 2nd I could see either approach workable, is everyone using lore pets to bring him down as fast as humanly possible, so that him regenning thru this one wouldn't be a huge deal? The 3rd one I would say definitely kill the terminals, since thats 75% of his hp, save judgments for terminals after the 3rd timestop to get through it as fast as possible and minimize the time you have to dodge oblits while killing terminals and minimize his regeneration so you can kill him as soon as possible after he comes out of the last regen cycle.
  21. It really depends on which AT you're talking about for ice control. It's alright on controllers (but nothing special), trollers get alot more mileage out of soft control, and it has a mass immob, meaning it can use the grav anchor proc to great effect. Ice control for doms is signifiicantly worse as doms tend to do better with hard control.
  22. So I was just talking to some friends last night about how my VIP status ends on Dec 16th since we probably won't see new incarnate tiers until late spring/early summer. Ironically that happens to be around when the loyalty program ends also. Makes ya think. This is probably just a last ditch attempt to keep people subbed while they continue to release content at a snails pace.
  23. Quote:
    Originally Posted by Starflier View Post
    I am so ready for this set so I can wreck some face with Mourning Star and Samurhinoceros.

    Numbers be damned, I just want to hit bad guys.
    You and all the rest of us
  24. DreadShinobi

    Powers Panel

    Quote:
    Heart of Darkness- PBAoE/DoT/Disorient
    Anyone know if this will be a toggle or a clicky? I really want to hope that it would be like a combined Hot Feet + OG, but at the same time I kind of doubt it.