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City of Data lists Ball Lightning at a 1.02 damage multiplier and Fireball at 1.14. I assume the bigger multiplier in Fireball is due to fire attacks doing more damage than other attacks, so ignoring that they should be equal.
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Quote:This. Contrary to your brute, your scrapper had more powers, AoE, and propably better enhancements. You really can't take on more than about +0 x4 without AoEs. With that in mind, brutes come into their own as soon as you roll them, or when you get QR/Stamina if you're having end problems.[color=pink]I'm sure it has more to do with biting off more than I can chew beacuse at the moment she can't handle +1 x7 (comparatively I had my Scrapper exemp down and did those same settings and he was completely fine, but he also has area of effect damage where as this Brute is all single target until I get to 32 to take Foot Stomp.
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Quote:Oh don't worry about that. While farming you'll be getting insps like there's no tomorrow and will always have plenty of greens (and others) handy.Thanks for the replies. I'll keep thinking about my options. I do already have a level 50 soft-capped Fire/SR but to be honest, without a self-heal I'm a little worried that big spawns will eat him due to occasional lucky streaks. But, I never tried using him on a farm map. I might give it a shot.
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Both synergize well with DB. ElA lends itself better to offensive slotting and Invul to defensive, so I'd recommend ElA if you want maximum damage output and Invul if you want maximum survivability.
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Also of note is the use of Membranes in Shield Defense's Active defense, resulting in both the reduction of time it takes to recharge and the enhancement of the Defense Debuff Resistance the power provides which cannot otherwise be enhanced.
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I use the keyboard with my left hand and mouse with the right.
My left hand is resting on WASD for forward/backward movement and strafing, I use Q and E for sharp turns left and right and mouse look (righ mouse button) for precision turning. Jump is bound to SPACE while hover down is bound to SHIFT.
I cycle through targets with the default bind on TAB and select specific mobs with the mouse. F follows the selected target, G selects the nearest target and follows it. V is autorun, R toggles Sprint, Z chugs blue insps and X chugs green ones.
I activate all in-combat powers by the number keys and most of the powers are spread over two tabs, the "primary" ones in the first tab that's activated with the numbers and the "secondary" ones in the second that's activated with ALT+numbers. "Primary" and "secondary" varies through characters, but ST attacks are always "primary" and AoE attacks are mostly "secondary", as well as stuff like BU, click-heals etc. Powers with longer recharge that are used in fights are at the start of tray 3 which is activated by CTRL+numbers, such as clicky mez protection and Hasten. The toggles are at the end of tray 3 and I activate them with the mouse. Rest is always on the last slot of tray 2, and I have Sprint on the last slot of tray 3 so I see if it's active or not.
I also have a few binds on the mouse. SHIFT+middleclick toggles between Ninja Run and Combat Jumping and SHIFT+rightclick activates the power on the last slot of the first bar, into which I either put Super Speed on toons that have it or a macro that toggles between Fly/Hover and SJ/CJ if the toon has those (in that case the travel power is on the slot next to the macro while Hover/CJ is with the toggles in tray 3 so I see which of them is active). SHIFT+leftclick teleports me to the clicked location if the toon has Teleport or Shadow Step and ALT+rightclick toggles any stealth power the character may have (except Hide which can get really messy if toggled off accidentally).
If the character requires additional binds, I put a macro into the first slot of tray 2 (so it's activated by ALT-1) that opens up a PopMenu with the desired options, such as kheldian form shifting and DP ammo selection. -
For a spines farmer I would suggest ElA over regen or WP 100% of the time because regen and WP don't have any offensive capabilities such as damage auras, damage/recharge enhancing powers etc. Fire and dark work too, but require IO investment to compensate for reduced endurance management capability compared to ElA.
Wit ElA, you just don't run outta endurance, ever. -
Indeed. And a bit of empirical info: having played /ElA only redside so far, the only place I had trouble with KB was against ballistas.
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Judging from several threads started about this topic, I think quite a lot of people are having this problem since the latest patch.
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Yup, I'm skipping Grounded on my endgame builds precisely because I can't spare a power pick for it. Never have much trouble with only one -KB IO too, a Zephyr in Super Jump's default slot.
So, room for one more power and no additional usage of slots. A pretty good deal if you ask me. -
Well, this is the second least useful booster in terms of cossie pieces for me (the least useful being the science pack from which I only use a few pieces very rarely), but the temp power makes it worth it for me. Very useful for lowbies, still useful for high-level toons. And the setback from devolution is easily avoided by hitting the power while on the way to the mish, after a team wipe while everyone is recovering etc - waiting out one minute in such cases is no problem.
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Fury doesn't work off getting hit, it works off getting attacked, no matter if the attack hits or misses.
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So, did anyone buy this and did it go well?
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Quote:1. There are only two "raids" in the game that require and are playable by more than 8 people (a full team): the Mothership raid in Rikti Warzone (which is a coop zone where heroes and villains can team up together) and the Hamidon raid which happens both in a hero-only and in a villain-only zone. They are not done for rewards as much as for badges and the sense of accomplishment - the Mothership raid doesn't give any better rewards than the rest of the content in the game but gives a LOT of Rikti Merits which can be traded in for bonus costume pieces and a few bonus powers. The Hamidon raid gives a special type of enhancement on completion, which can either be total crap or one of the best pieces of loot in the game.Thanks for the welcome, guys. I've formulated a few more specific questions:
- How do raids work? Are PUGs formed similar to how they are in WoW? (sorry, lots of my questions will be me trying to figure out the game by using one I already know)
- Is there a guild mechanic of any kind?
- I have noticed Galaxy City is pretty much empty. Are places like Galaxy City just hubs for instances? Is there an instance database similar to Atlas for WoW where I can find maps and bosses?
- How many people still play the game? It looks like a lot but are there any specific figures?
- What kind of loot can you get? In WoW you can get items ranging from grey to orange, but there isn't armor or weapons in COH.
I'd say that in CoH the equivalent of raiding in WoW is running Task/Strike Forces, which you can consider as mini-raids for a full team of 8 people (some can be done by less), and are actually a string of 4 to 10 or even more missions that often have very tough "bosses" in them, Archvillains as they are called in the game (or Heroes if you're doing a villain Strike Force), and give a certain amount of Reward Merits upon completion that can be exchanged for any type of loot in the game except the very best ones.
2. The equivalent of guilds in CoH/V are supergroups/villaingroups. They may have their bases which can contain useful stuff like racks for the storage of enhancements and inspirations, crafting tables, teleporters to various zones etc.
3. All zones in CoH/V are actually hubs for instances. Note that the common use for the word instance doesn't have the same meaning here as in WoW. An instance in this game is not specifically a very tough dungeon with elite opponents and epic loot, but any mission (quest) that is spawned on an instanced map, as 90% of missions are. The remaining 10% are talkie missions (where you just have to go to talk to someone in a certain zone for storyline purposes) and hunts (which are remnants of early game design where you need to kill x mobs of type y and are usually avoided like the plague by players because they are boring as hell and barely have any rewards).
Besides serving as hubs for instances, zones contain contacts that give out missions, stores and everything else you normally find in a MMO zone. It's just that 90% of the game happens in instanced maps and not zones.
4. No idea about specific numbers, but more than enough
5. There are several types of loot in the game. The majority of loot is comprised of enhancements, which serve as a kind of equivalent of weapons and armor. Enhancements are slotted in powers and enhance certain aspects of the power they are slotted in - damage, accuracy, resistance, defense and so forth. The basic type of enhancements, those that have been present in game since the beginning, are the so called "origin" enhancements: training enhancements (usable by toons of any origin but their enhancement values are almost negligent), dual-origin enhancements (useable by two specific origins but actually have noticeable numbers) and single-origin enhancements (useable by just one origin but have the best enhancement values). Enhancements come in levels - you cannot slot enhancements that are more than 3 levels higher than your character, and in the case of "origin" enhancements, the higher level you are compared to their level, the lesser their effect, and once they are 4 levels lower than you they stop working altogether and you have to get new ones. Trainings are usable from lvl 1, DOs (dual-origin) from lvl 12 and SOs (single-origin) from lvl 22. Each origin enhancement increases one aspect of the power it's slotted in.
The next type of enhancements that were introduced in the game are the Hamidon enhancements, often called HOs (Hamidon origin). They are usable by characters of any origin and have the enhancement values of SOs, but unlike SOs they enhance two or more aspects of the power they are slotted in. They can only be gotten in Hamidon raids and in the toughest TF on each side of the game.
The newest type of enhancements are the invention enhancements, IOs. They come in two varieties: common IOs and set IOs. Common IOs are crafted from recipes that can be bought at the crafting table, but they also drop from mobs. Set IOs are crafted by recipes that are either dropped by mobs, or gotten by cashing in reward merits and architect tickets (yet another type of reward, only earned in the Mission Architect). To craft an IO, you need the specific recipe, a certain amount of inf, and specific salvage pieces. Salvage is dropped by mobs and can be gotten by cashing in merits and tickets. Unlike non-IO enhancements, IOs do not expire - they have a constant enhancement value that is fixed and doesn't vary by your level. The specific enhancement value of IOs varies by their level - they are always better than trainings and DOs that can be gotten at that level, lvl 25 IOs are just a little bit worse than even-con SOs (SOs who's level is the same as yours), and lvl 28 IOs and upward are better than even-con SOs - the higher the better. IO recipes dropped by mobs and cashed in from merits/tickets can be of any level (although certain IOs only come in specific level ranges) while those bought at crafting tables come at multiples of level 5.
Common IOs enhance one aspect of the power, just like trainings, DOs and SOs. Set IOs, however, may be either single-aspect or multi-aspect, enhancing from two to four aspects of a power. The specific enhancement values for each aspect of multi-aspect IOs are lower than that of single-aspect IOs of the same level, but their total enhancement values are higher. So for example two acc/dam IOs give you more damage and accuracy than one acc IO and one dam IO of the same level.
Besides enhancing aspects of the power they are slotted in, set IOs also give global bonuses to the character if there are two or more IOs from the same set slotted in a single power. That makes set IOs the most coveted type of loot in the game, and it's on them that the in-game market economy is based. Some specific set IO pieces even give global bonuses by themselves.
And then there are the purple set IOs, the newest type of enhancement in the game, the rarest, the most expensive and the most powerful. They only drop as lvl 50, can only be slotted by lvl 50 characters and have the best set bonuses, but each of them is unique - you cannot have more than one of each on your character, not only in the same power as for other set IOs. Their enhancement values are also greater, so for example a dual-aspect purple enhances both aspects by a value equivalent to an even-con SO.
The other kinds of loot in the game are salvage that is used to craft recipes into IOs, inspirations (the equivalent to potions), recipes that give you access to bonus costume pieces when crafted as well as recipes that give you temporary powers when crafted.
Other, non-loot rewards are influence/infamy (one for heroes the other for villains, both shorted to inf) which is the in-game currency, merit rewards which are given upon the completion of TFs/SFs, story arcs and a few other activities, vanguard rewards which are gotten by killing Rikti and Architect tickets which are gained instead of everything else when doing Mission Architect (player-made) missions.
Damn, I can't believe I wrote all this. -
I've had similar problems tonight. After I17 I'm having much more crashes than before, but until now I just restarted the game after them and all worked fine. Tonight's crashes however were worse, I couldn't connect to the game for varying amounts of time after each crash, the updater being stuck in the Connecting #1... thing. Eventually, it would manage to connect, but nothing I did with my computer, router and connection seemed to help.
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Thunder Strike, Lightning Rod and Spine Burst are the only circular AoEs stalkers get from their primaries. The others are cones.
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So, how's your blue bar with both damage auras on while ripping stuff up madly?
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Quote:I've never had much experience with Spines, but wouldn't Fireball actually be better than Ripper in a farming environment since it has a much bigger target cap? I know Ripper does huge damage but it only hits 5 targets, while the other AoEs in the sed hit 10 and Fireball hits 16. So use Spine Burst, Throw Spines and Fireball to clear out the minions and then wipe the liuts and bosses with Ripper instead of Fireball?With enough recharge and positioning I found that I did not need an additional AoE like Fireball. I can continuously spam Spine Burst, Ripper, and Throw Spines in an endless chain with no gaps.
As a fringe benefit, Fire Blast could be useful in enhancing the poor ST dps of Spines, and Char gets you a +7.5% recharge bonus for only 4 slots. -
Weave is a huge help for adding sufficient survivability to an offensively built toon. And unless you're going to farm some very specific critters, the same goes for Tough.
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I'd definitively suggest /ElA over /DA. You don't need the extra survivability of /DA during farming, for which /DA pays by reduced potential for offensive slotting. /FA could perhaps squeeze out some more damage than /ElA, but I'm not sure the endurance drain would be sustainable without Physical Perfection. Power Sink is so much better than Consume because of the lower recharge time and it being autohit, with the recharge being the most important factor on the end-intensive toon that is a Spines/ scrapper. With /ElA, you simply don't care about the blue bar.
Anyway, I wrote a comparison of /FA and /ElA some time ago, you might find it and the other comments in that thread useful. -
Looks to me you've completely neglected defense in favor of vastly disproportionate gains in recharge. Layered defenses is where it's at, and from my experience with 2 /ElA brutes no defense means no efficient farming. You could say that nems on the lib tv map shred through defense anyway, but you'll still be worse off with no defense than with some defense.
I don't have the time right now to make one, but I'd eyball that for the kind of inf you're spending on this you could get a build that doesn't really sacrifice anything from what you already have, and has about 20% defense to all positions to boot. That would be a huge improvement, without it this seems like a waste of inf to me.
However, the thing that sticks out the most is the end redux IO in Lightning Field... Man, you really don't need it with Power Sink and Energize