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Fire/therm is capable of solo'ing most AV's without the use of insp/temps with a build designed toward that purpose.
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Depends on a lot of factors. Your tohit debuffs will suffer reduced effectiveness vs +level enemies due to the purple patch.
I personally wouldn't rely on the aoe tohit debuffs of dark blast to contribute more than 5% ish defense to your build. Over the course of a fight they will certainly provide more than that, but it is the initial burst that will matter most. You'll only be able to hit them with TT before they all respond and roll a tohit against you.
So ya, I'd personally value the aoe tohit debuffing at no more than 4-5% defense and then let the rest of the value compensate for def debuffs or tohit buffs from the enemy.. -
Quote:Ah that makes sense.I think I realized that when I think about it as it wasn't dropping a massive single burn patch when he used it against a single target, so it only makes sense to work via smaller patches.The power of Burn patch missile is that each enemy hit by the missile has a Burn patch spawn under them. That patch can hit up to 5 enemies (including the one that patch spawns under). In a tightly grouped pack of enemies this is absolutely devastating since you gets all these patches overlapping and enemies are being hit by multiple patches.
It is also consistent with my diligent work skirting the edge of the fight with hurricane and making groups snuggle up extra close. When I get them packed ***-bot (crushinator) casts it and everything (luts too) die in the blink of an eye.
I just wish the -regen the ***-bot uses was actually working. I have lofty goals for my bots/storm. -
That certainly won't be unique to a demon/poison though. I say roll a d/p because it will be awesome and you think you will enjoy it. If you (generic you) need further convincing beyond that then such is life.
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Quote:Ah but I do push the envelope to the same realm as pretty much everyone around here (I know this wasn't about me specifically). Like I said though, the only time I shy away from inspirations is when specifically doing things like AV's and the occassional RWZ test. On the toons that are just shy of softcap my success or failure has never been determined by the slightly enlarged probability of being hit. As mentioned I scour the logs after such runs.The difference between 45% and 43% is taking 1.4 times as much damage, comparable to losing almost 30% resistance.
If you CAN'T tell the difference, then you aren't playing at the edge of the envelope, and you need to crank things up a notch.
I know over enough time it would statistically hold true and if you are looking for an iron man type of build that never uses insp when doing any content then it would probably be of value sooner rather than later. Granted my insp combining is almost always of the red variety, but I will combine them as the situation sees fit, unless as mentioned it is a "no insp" challenge.
All that said, I know I have a different personal design goal than many people. I push for "enough" survivability and then dump everything into offense. A couple of my projects are pushing for sub 2 min defeats of easy AV's without any -regen. So I attempt to lower the statistical probability of the RNG being against me by lowering my exposure to it. And as mentioned, I don't make the choice cuff my hands in normal missions, but I applaud those that do. -
Quote:I've yet to see a kinetic defender that was self capping his damage complain about their damage output. Considering they do about as much damage as a blaster at full defiance buff (~40%).TBH this is probably pretty crappy news to all the kinetic defenders out there.
If you can easily reach the damage bonus cap then an added 30% isn't going to be much use is it....
edit: from rep
"and how often can you get them to full defiance?"
I could have just as well said a blaster using perma aim minus a tad, but it works out to be almost exactly a blaster with ~40% damage buff from defiance so I went with it. In other words, kin defs do pretty respectable damage, to the point that losing out on the new vigilance buff when in that state is a pretty small matter.
To answer the question though. Every single encounter... it's not particularly difficult to build up ~40% dam buff from defiance -
Quote:It really depends on just what you are looking to "support" the team with. If you have people absorbing the alpha easily then seekers just becomes another run of the mill damage/tohit debuff/-perception/stun power...of course the mill doesn't produce many powers like that, but anyway.I do like the alpha soaking ability of the seekers, but on a team it shouldn't be something you have to worry about. I have yet to be on a team without multiple brutes, or a mm or two.
I made Corr to play on teams, and I made a traps just do something besides kin/therm/rad. I'm sure with some adjustments to my play style i could improve the team functionality of traps, but wouldn't another set contribute more with less effort?
It could be the set just didn't "click" with me, it wouldn't be the first time. IMO traps needs a buff/change to keep up with the highly mobile nature of teams, maybe instead of placing traps some sort of following pet the buffs/debuffs like FFG. Another thing that occured to me is the pboe nature of traps, I would like it much better if they were targeted instead.
To the OP, the best advice I can offer is to make one and try it out for yourself.
seekers produce: (unslotted)
-40% dam
-10% tohit
-180% perception
25% chance of stun X 2 chances.
-ability to cast from around corner
-agro free alpha absorbtion
Compared to something like darkest night (which everyone agrees is great)
(unslotted)
-22.5% dam
-11.3% tohit
So even if you don't need seekers to take an alpha they still contribute a lot.
FFgen is good for about 15% def (all) once enhanced and strong mez protection
Poison trap is a slightly downgraded controller aoe hold that is up nearly every spawn, that also applies -recharge and is the most powerful -regen in the game.
You can also contribute direct damage with by toebombing mines (which can be great on a low damage defender set, or a MM. I never found use for them on my fire/traps).
If traps weren't dropped at your feet and all of them were like seekers in that regard it would make the set so ridiculously overpowered. It would be fun, but crazy powerful.
And unless the traps that were to be granted to ability to move (like acid mortar) were given a very high movement rate they would suffer the same thing as FFgen, but worse as it can fly, and they wouldn't keep up with fast movement either.
The ONLY thing traps doesn't do when people talk about "contributing" to the team (even fast teams) is direct heals. -
Quote:Exactly, and those people that enjoy having 300hp under their foot don't swallow the reduced EM power well and just moved on to different sets.Your analogy is only fair if you include the fact there are still 300hp chargers in the game, along with some 600hp corvettes, lol. So of course nobody wants to drive the pinto, except pinto enthusiasts which are rare...
The corvettes are AoE sets and the ZR1 corvettes are when you combine a strong set with shields
I was deliberate with the analogy because even as powerful as old EM was it was nothing compared to the supercars like a dm/shield or fire/shield. -
Quote:No, I think it is more a case of the general population of the game not being young (as in very few new players relative to "old timers").No one wants to use it cause people are sheep not cause its worse off at ST dmg than all the other sets.
Generally when something goes from being perceived as good/great for years it is then ingrained into the makeup of the game. A reduction (especially a pretty heavy one in the case of EM) is never going to be received well, or moved past.
If we had a constant and sizable influx of new players combined with a similar rate of attrition for older players such changes are absorbed more smoothly.
The EM changes are like trying to tell a guy that has been driving a 300hp Charger for years that the 76hp pinto is just as good. He simply won't buy it no matter how you dress it up (ie arguments that EM is still numerically near the top for st damage, which ignore massive overkill and corspe blasting). You'd have a much easier time selling that Pinto to someone who has never owned a vehicle before (ie wasn't around when EM was actually good).
This game simply does not generate new players and at the same time old players don't go away (compared to the player stream of almost all other MMO's). So there is very little they could do to restore EM to its former glory short of restoring it to its former glory. The game more than ever has moved to an AoE damage focus so even if EM was restored it would still be a substandard set for anyone who values reward rates in the game.
On a personal level, I deleted my em/fire brute and my em/regen stalker after the EM nerfs. The reason was almost entirely because of how they felt compared to before. Swimming in molasses on sets that require quick reaction time on heals leaves a crappy taste in my mouth. A lot can and does go wrong on a /fire or /regen toon that is relatively squishy in the time it now takes to animate the top attacks. Being locked into ET for nearly 3x as long as before and still losing the HP was resulting in defeat too often for my liking. It seemed pointless to me and was unfun.
Edit: I think a lot of people fail to realize that the EM changes didn't just result in a fairly significant reduction in damage output, but also resulted in a significant reduction in survivability for many pairings. For my two EM toons it felt like a double nerf, because it was. -
Quote:I'll take that under advisement the next time I take a break. I kinda just thought they did away with the 60day deal as long as your account was in good standing (as in you weren't booted from the game).I've had that happen too, but the official "how it works" is that anything over 60 days can be deleted, if your account is inactive, and I have also lost items while my account was unsubscribed just as often as I've come back to them still there
I won't leave things on there next time if I'm just rolling the dice on that one heh. It was nice to come back and have about 600M in sales waiting on me though -
Quote:I actually find the attacks valuable at lower levels for demons (and only demons, other MM attacks are pretty lame). Likely much more than they will be in later game.Demon/Storm. I'm going to be VERY happy once I get Freezing Rain and Hurricane, but the little buggers seem to be doing alright with just Gale and O2 Boost to back them up for now. I've decided to hold off on the attacks for now, but I might pick up one or two later.
They do very decent damage prior to the AT modifiers kicking in and they greatly help your lesser pets (numerically and powers wise) take down targets.
As opposed to picking them up later when the demons themselves are already steamrolling everything.
Or such is what I've observed so far in playing with them -
Quote:there is no tag present saying "effect does not stack from same caster" so it will indeed stack.Wait, what? You can stack -res from the same power? That's a first if it's true.
That is consistent with most -res powers in the game as more of them stack than don't stack. Even the ones that have that tag often stack if they conjure a pseudopet to do the work (like disruption arrow). -
Assault bot can cast the two swarm missiles every 19 or so seconds. If you have a way of keeping the spawn in them or from being knocked back they can drop entire groups in seconds.
The base numbers on the missiles:
Swarm Missile, 60 base damage, 20ft aoe (40% chance of blowing the mob halfway across the map)
Incendiary Swarm, 364 base damage (over 20 seconds), 20ft aoe (causes afraid)
I've heard people say that the incendiary will spawn a burn patch for every mob it affects. I honestly don't know, but I know when things are stuck in it even briefly on my bots/storm they die very quickly. I've found decent success with combining electric fences and freezing rain. One for the -kb and the other I find if they are already bouncing they won't get knocked back (usually). Fences has a really small aoe.
it works fairly well. Very safe and easy to use, but it isn't as fast as a top tier farmer. It chews up bosses though with LS and nado, which is something I don't think normal bots builds excel at as their st damage isn't as notable as their aoe. It has also no insp/no temps about 10 AV's so far with the same build. So it is pretty strong in most scenarios. -
Do you want the sonic powers earlier or the attacks earlier? To you prefer defender APP's or Corr PPP's?
Seriously. Even factoring in scourge they are dead even vs minions and the corr does a small amount more damage vs luts and higher.
The sonic defender is considerably more potent than a sonic corr when it comes to buffing and debuffing in a team setting.
If you mostly solo it might be worth thinking corr for the ppp pets, pick leviathan or mace as those pets will close to melee. That way you get to use your buffs a bit and more importantly the -res anchor.
The two questions I posed are the only things I'd be asking myself if rolling one as the difference is really small in terms of damage.
*show your work
Corr:
Dual Wield = 55.1 base dam, 95% enhancement, 22.5% -res, ~7% scourge rate vs minions
=131.6(no scourge)
=140.8 (with scourge value over time against minions)
=146 (with scourge value over time vs luts)
=153.9 (with scourge value over time vs bosses)
Def:
Dual Wield = 47.7 base dam, 95% enhancement, 30% vigilance, 30% -res
= 139.5
The gap is further closed if you were to take soul mastery and dark on each of the respective toons. Defs get much higher value from the buff than corrs. If saturated the def will outdamage the corr the entire time it is up even including scourge (over time of course).
You didn't really mention teams, but where the def is superior in buff/debuff the corr has a higher damage cap and scourge, but generally the higher debuff values of the defender outweight the extra personal damage contribution of the corr on teams, but again the difference is pretty small.
Long story short, pick whichever you feel more attraction to. They are very similar. -
I just unsubbed for about 4 months and came back to find all my auction items intact (and many sold wohoo!). It was a pleasant surprise as last time I took a break I lost about 10 lotg +rech and other stuff I had "stored" in my market inventory.
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I can definitely tell the difference between ~40 and ~45 in game. Smaller margins though and my senses might just be a bit dulled since taking a break.
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Quote:There was a time when lightning storm benefited from +rech that the storm set was able to produce enough damage to offset the lack of regeneration debuffs vs AV's (never vs GM's, they just regen too much). In fact you could build to extract about 100dps (after debuffs, procs) out of storm alone, vs the 73dps that most regen debuffs add in an AV fight.thank you for the responses.
i wasnt aware of how great their regeneration was... i assumed it was close to AV's.. ah well. I've killed them several times on my ill/rad and i was hoping that the added damage of storm would counteract the -regen in radiation. Also it really is a pain chasing them around with all the fear.
i chose hibernate and so far i like it.. rikti are still a problem with the teleporting and the sleeps and stunning... but im working on some better tactics.. guess ill just have to deceive more. Also im fighting 8 man spawns solo.. the added defense of ice shield is nice for smashing and lethal... but rikti are energy i guess.. heh.
thanks for the help all
Of course this came at the cost of about 15x more endurance than a regen debuffer, but it was at least possible. A high recharge storm build (perma 2 LS, 1.5 nados) now struggles to match a single regen debuff since the LS nerf/change.
The direct damage powers are still superior vs bosses though...which is something I guess.
Don't let that rain on your parade though. Storm is still a very fun set, it just has very hard edges on what it is now allowed to do. -
When people talk of mind/energy being a single target control king they probably actually mean mind/earth as it eclipses it due to seismic smash's hold and powerboost.
I personally think it is single target control overkill, and would sacrifice a small portion of that control for way more damage with a mind/fire, but then again I also wouldn't fill my needs with mind as (ime) it is a distant finisher in aoe control.
That said, if you are seeking amazing single target control, decent aoe control, decent single target damge and a very "crunch, smash" attack set then it sounds like gold to me. -
You just have to shift gears a bit with traps in a team. Look to what constitutes on of the best alpha absorbing powers in the game (right up there with phantom army) and go from there.
On quicker teams I try to lead the whole brigade by spawning seekers in the spawn, jumping in and toe bombing acid+poison trap.
You 100% absorb the alpha nearly risk free, drop a -res spammer and lay out a mag 3 aoe hold. It's sort of like a downgraded version of if an Illusion controller could pull out phantom army and flash every single spawn.
That isn't nearly all you bring to a team of course, but I find that is my main playbook that I call upon in these "fast" teams that traps supposedly struggles to keep up with.
The only thing that struggles to keep up about the traps set is the ridiculously slow fly speed of FFgen, but you don't need it on you to absorb the alpha so it can take a bit longer to join you in the mix with no negative consequences.. Be really nice if they increased the speed on it though (I've greatly enjoyed the occassional speed boost on it).
Then of course the are the times your team comes across an AV/GM. Some of the fastest LRSF AV encounters I've personally been on are with my trapper. -
Quote:Hibernate works well on a storm.I'm trying to decide how to build my illusion/storm. He/she/it is perma PA but I think I need an oh shiz button.
Currently I'm having a few problems overcoming the regen of giant monsters when fought solo. Anyone have any advice on some better tactics? I basicly just throw pa, thunderstorm, tornado, and the dot ice storm thingy.
Thanks for any help.
There is no solution for you to overtake a GM, you simply can't produce enough damage and you have no -regen.
There is a temp power called "envenom dagger" or something like that that debuffs regen and might you to suceed. It is half the strength of normal regen debuffs (ie lingering rad, benumb, heat exhaustion) so you will still probably need a maximum damage specced ill/storm. Even then I'd have to know how much dps you are producing now to give any definitive answer.
Of course, if you are going to use one temp powers then you may as well open pandora's box.
So short answer - not going to happen. AV's yes, some of them, but PA's taunt doesn't always seem strong enough to prevent them from fleeing from Lightning storm, nado, and Freezing rain. And once you start having to chase them it just gets ridiculous. -
Do you guys honestly notice a difference between 43 and 45% def in actual gameplay?
I've build a number of solo'ing AV builds (non scrappers) and on failed attempts I usually scour the combat log and i don't recall a single time where it has actually made the difference.
I mean over enough time it would obviously be trackable, but I dunno, I seem to find my personal threshold is ~42% def at which point I become pretty much unkillable outside of defense debuffs.
It might make more of a difference when fighting swarms of enemies, but then I don't hesitate to use inspirations when I'm in hack n' slash mode, granted it is usually reds I'm pounding, but still.
This change is pretty minor to my ranged builds and especially minor to my fire/sr and bs/shield even though it did push the sr to just below softcap. -
I like to cancel every month so that I can fill out the customer survey and complain about pvp. What? I do. Well ok not every month, but more often than I would if satisfied with the system.
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I generally didn't mind the idea of "taking a lowbie under your wing" so to speak and having a leash distance. If it had had about 4x the range it probably would have been something that could have continued indefinitely.
SSK is definitely much better system overall though. -
Indeed. http://boards.cityofheroes.com/showt...ge#post1302474.
I know I struggle to roll (and stick with) anything other than fire simply because of rain of fire. It will always scourge toward the upper end of probability and it double scourges making it the singular most compelling reason to play corrs over defenders (as I really like the higher buff/debuffs that defs have). -
demon/therm with a sexy succubus kind of MM. 2 pet res procs and shields will make those pets extremely tough. Forge to take advantage of all the -res.
or I'll go demon/traps with a trapper dude who grew tired of trapping earthly creatures and moved on to more challenging targets. Namely demons. The two def procs and FFGen+manuevers will make the t3 pet unstoppable.
Basically, whichever one I can more easily achieve my desired survivability and then cram the most recharge in for maximum up-time of hell on earth.
Either way, I'm looking for some sub 2 minute AV takedowns haha.