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Quote:Yes, but on a team the lack of aoe is not made up for by the additional st control relative to other sets. And the st control isn't so superior that it can mez AV's. Due to the binary nature of controls it ends up meaning squat most of the time.The only exception I would say to the above is that Singularity allows a Grav Controller to stack holds on single targets more than other controllers. Sure, Jack Frost and Animate Stone's Seismic Smash have holds, but Singy pretty much spams the hold (and immobilize) where other pets use other attacks.
Quote:I suppose I should have specified, but I meant good single target damage for a controller. Lift and Propel (plus the usual Immob and Hold) give Gravity a good attack chain early. For a controller. Certainly better than Fire, Ice, Earth or Plant. On teams with damage dealers, it's irrelevant, as is controller damage in general. I never found Gravity's overall control to be lacking. You have some variation of typical Controller controls plus the most controlling pet. Wormholing the next group in to the current one is a nice trick, if you are in range and if you don't mind or can deal with the scatter. The other controller AOE stuns are easier to use I think in a fast team and have a larger AOE though.
Regardless, RE: the OP's question. Gravity controllers are piss poor farmers.
Don't get me wrong I actually like grav overall. I actually like it better on doms though where most of the secondaries suck at aoe damage so it becomes a kind of super single target blaster (evokes memories of playing my old em/fire brute pre ET nerf). On trollers though, they have these huge aoe secondary powers and grav lacks the mitigation to fully leverage them. (notable exception goes the the storm and cold power freezingrain/sleet for which grav is awesome). -
Quote:I don't recall where I said a 8 man team of emps is the most powerful configuration available. Just considerably more powerful than an 8 man team of blasters. Which was the point being debated.In one of your posts, did you say Blasters dont do AoEs as well as Defenders ?
One of Torrynts Examples was a 4 Emp 4 Blaster Team. If I am not mistaken, those 4 EMPS could AB the Blasters who then use their OWN Nukes without crashes and I am pretty sure they would do More damage. Additionally, those blasters would be like very well slotted Archery Blasters that have a regeneration secondary and perma instant healing. Hmmm... Not seeing your argument winning over his.
Of course if some of them are emp/sonics then stuff gets fuzzy. But like Adeon said it is usually best to mix and match the force multiplication sets.
Ultimately though, you only need enough mitigation from the defs to handle what you encounter. For which, 8 of any defender is massive overkill (except maybe poor TA). Once you've achieved the necessary survivability it becomes a balancing act of offensive multiplication vs instant damage application.
ie. Defenders can boost damage to insane levels, but it takes time to apply things like freezing rain compared to a blaster hitting aim+build up before the fight begins.
The thing is that the game is so easy that numerous configurations can be considered extreme overkill. And it isn't an 8 man configuration that will set the speed bar it is very likely a configuration of two 4 man squads splitting up that would post the fastest times (possibly even two 3 person squads + a 2 person) because once again the survivability threshold is so easily attained.
But rest assured the original assertion that 8 blasters is on par with 8 emps is not even remotely true. Not with SO's, not with IO's. -
Quote:Not to get too far into an meaningless argument, but:I wouldn't go that far. Gravity does good single target damage and has plenty of control. It's AOE damage sucks, which is what you want for farming. It isn't great on fast moving teams either. Wormhole doesn't pay well with other controller's controls and Gravity's Propel animation is too slow for damage heavy teams. I like Gravity solo or on small teams esp. when it's the only controller.
grav is nowhere near the tops for st damage. By saying it does good st damage you are imply that every troller save plant does good single target. If that is your position then ok.
It has poor aoe control. Well poor relative to every other control set.
It has superior singe target control, but not superior enough to allow it to control harder mobs than other control sets. Any control set can neutralize a boss or a non ptod EB/AV. But grav isn't superior enough to tackle the next class of enemies so the additional single target control is generally irrelevant*
*It does make up for the lack of aoe control to a small degree on small teams, but certainly not versus large spawns.
Also wormhole can work very well on high damage teams (ie pretty much every single team formed in the game that isn't fighting +3's or higher). I greatly enjoy WH'ing the next spawn right into the one we are currently fighting. It makes very good use of aoe's and debuff patches that have been placed. -
Quote:You are wrong. You have been shown your are wrong. Get educated and then post again.8 Defenders, doing double damage is still worse than 8 blasters who are using no team or personal buffs.
Now, they lack the defense/healing, granted. Energy is rarely a problem post Stamina. You have enough to wipe a mob, and it's back by the next mob. Usually. Of course if this is an issue (Fire/Storm, or some other end hungry set) you can IO around that.
So those 8 defenders are kind of more like 8 survivable, badly slotted, blasters who never use their self buffs. (IE 8 very hard to kill characters doing very low end blaster damage)
If you don't see how dropping an 800 damage nuke every 90 seconds and literally making a chain of aoes in between with all 8 people doing it is amazing then I'm not sure what to say. It is more like 8 very well slotted arch blasters that have regeneration secondary with perma instant healing. -
Isn't "team farming" the same thing as playing the game with a team?
Teams steamroll content. The notion that this game somehow scales up proportionally to teamsize comes from never-never-land.
What I saw the buffbot npc's doing was effectively allowing lvl 20 teams to do what lvl 40 teams can already do*. I can see a problem with that of course.
*I'm assuming it is the jellybean and genie buffbot farms that everyone is talking about.
edit: self rezzing mobs really seem bugged too. They are attack me well before I can target them. I dunno, maybe put a short duration (2 sec ish) phase on them during the rez so they can neither be hurt nor hurt you. -
Quote:8 emps aren't slow. Adrenal boost and double/triple fortitude for everyone.
You said 8 emps would be slow! You said 8 FF defenders would be pretty bad! You should stop now, because you are not helping my cause.
8 FF is slow. FF is an example of defs that don't stack well because after 2 of them they are entirely redundant. -
Quote:You heard wrong. Grav is terrible at pretty much everything relative to other control sets.I've heard that Gravity controllers are alright farmers. Obviously not as successful as fire/kins but I hear that in the controller archetype they are 2nd best.
My question is why?
Wormhole is a heck of a lot of fun though. -
I agree that /ela is best played like /fa, very offensively (though it is better than FA is virtually every aspect now) Rapid kill speed is a very valid form of mitigation. The more often you can bounce them with footstomp as well is huge mitigation.
Granted I'm running a SM/ela, but much like Exxar my final build will be in the mid 20's for def and is heavily geared toward offense.
Additionally def buffs are some of the most common buffs that fly around on teams and def inspires carry a high value and a long duration. It is much more difficult to find insp/buffs that can fill out a poorly slotted build that sacrifices too much for an unnecessarily high def number. Not that come with the frequency of shoring up defense at any rate.
If you can build your /ela up to around 30% to your desired def type without sacrificing rech/hp/proper slotting that will be an unstoppable toon of destruction.
Finally if survivability isn't quite up to your standards pick up darkest night and anchor it on a boss as you jump in. An extra 16% tohit debuff and 20% -damage is massive on brutes. -
Haven't read the thread, but it will obviously just be a damage increase. Hopefully it doesn't make them outshine corrs offensively, but some combos are already on the threshold of that so I guess we'll just have to wait and see.
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My hope is that this "stopgap" doesn't become a permanent fixture just because it falls off the radar.
I may be misremembering as I've tried to forget most of the things that have really bothered me in this game, but iirc the pet recharge change was also a stop gap solution until something more suitable could be employed. Or maybe that was just wishful thinking on my behalf as it is such a poor mechanic.
At any rate. I hope the real solution is forthcoming in a timely manner as Aeon implies. -
Quote:You did it a couple times just to see? and deleted them both? You'd think once would have sufficed to satisfy curiosity. Heck, you'd think one run of the map would suffice to realize the leveling rate was exceeding "normal content".Well, the Power Gamers are going to hate my post so I am almost assured of getting some negative rep for this one (I am at -20 now for simply stating my opinion). Here it goes anyways:
You want to fix AE?
Kill all the XP for it
Kill the money rewards as well
Then just for good measure, remove all drops except for inspirs and
Lastly, remove tickets or make it so you can only but inspirs with them.
If the Devs do that, people will play AE missions for the content, not the overblown rewards. I mean, come one, lvl 1 to 50 in 10 hours is just rediculous, yet I have seen it many times. I even did it with a couple toons just to prove it could be done and deleted them immediately after since they were useless to me.
Why were they useless though? I can pick up any toon from any archetype at lvl 50 and play it well. The game isn't hard.
Quote:Seems to me that AE was intended not for farms (though people obviously exploited it that way) but to create more content for the game. Heck, good enough reviews even means it can be added as core content which is awesome.
I can intend to just enjoy the breeze by walking down the street nude, but reality will come crashing down pretty quickly. That is AE to me. The dev's intended for puppies and unicorns in a make-believe world and seem incapable of handling the reality of the situation.
Quote:I personally can not understand Power Gamers. Growing the toon up seems the real fun to me, playing a toon at Lvl 50 forever is boring. But that is just my humble opinion.
You being incapable of comprehending that is your weakness, don't pin the fault on anyone other than where is belongs. -
Originally Posted by je_saist View Post
Quote:This is reasonably accurate is a pre-loot based CoX. However, the meta game has become an armsrace of shoring up weaknesses. City of Tankmages if you will.The basic problem is that the PvE game is based on inherent imbalance. Each of the archtypes in the game is deliberately weak in some areas, and deliberately strong in other areas, which is to say they are inherently imbalanced. The imbalances drive the team-based combat of the PvE system where players should work together in order to over-come each other's weak spots.
I'm not saying it should necessarily be balanced around such late game activities, just that you can't pretend they don't exist with such a holistic statement. PvP is generally viewed as "end game" content. So being aware of that is important.
*Unfortunately a lvl 15 pvp zone is a joke. It was put forth by a team using the "shotgun approach". A zone where most players don't even have a travel power yet and are going up against other players that can have fairly complete builds is retarded. Bloody Bay was an admission that they have no clue about designing or implementing pvp.
Quote:An inherently imbalanced game makes for a incredibly imbalanced PvP enviroment. If you look at all of the good multiplayer games, they are based on two basic design principles: At Some Level the players are equal :: Skill matters
The concept is most visible in first person shooters such Unreal Tournament, Quake, Prey, Doom, Far Cry / Crysis, and so on. All players start out with a basic weapon, and while they can gain over-powering weapons or armors, skill is still a factor. A player with a sniper rifle or a rail gun is dangerous at a distance... but enough armor or good enough use of cover, and that range advantage can disappear in a heartbeat.
Or how people complain about stalkers and then someone brings in their earth/ta or earth/storm and all the stalkers flee like cockroaches.
Skill in play and skill in power selection is equally (or was) viable.
Quote:In Planetside, there was a spot for everybody. Even if you weren't in the league of VT-Grumpy-Bunny or Fatal1ty when it came to FPS combat, you could still find something to do in Planetside, be it a medic, a driver, a pilot, an engineer, or a combat strategist calling out which targets to hit and planning the battles. Even then, the actual FPS combat was still balanced against each Empire having similar weapon classes, even though those weapon classes behaved in different manners. The Vanu were terrors in water-bound and vertical combat situations. The Terrans ruled in open-field combat and more traditional FPS combat. In close quarters combat though, it was the New Conglomerate that held the advantage. Despite all of the different combat factors, Planetside's core combat still came down to who had the better aim. Skill mattered. A cloaker could take out a max armor. A skeeter pilot could down a BRF.
Granted zone pvp would often degrade to the same thing over and over again that is a reflection of the pve game overflowing into pvp rather than a weakness of the pvp system.
What do I mean?
The pve system (despite what Je saist thinks) is designed around any character being capable of solo'ing just about all single player spawned content. People bring that same solo mentality onto the pvp field and either get torn up, complain, learn to team (cause pvp maps are usually not "solo spawned") or adapt and learn to solo in such an environment (ie roll a stalker at stealth cap and bore everyone to tears).
Quote:So, in order for City of Heroes to work in a PvP enviroment, in order for it to provide good PvP, things have to be balanced. The PvE combat is not conducive to PvP play... and if the developers want to retain the aspect of City of Heroes were each archtype is supposed to give a different play experience, the PvE combat is never going to be conducive to PvP play.
The design goals are diametrically opposed.
***
Quote:This is complicated by the fact that the majority of players who participated in CoH PvP were not interested in good PvP play. They weren't interested in a balanced enviroment, and there stands a stark disconnect between the likes of Macskull and Conflict, and the actual development staff.
The PvPer's largely want OMGWTFBBQ, I GANKED U HARD IN THE @$$ IM AWSUM YU SUK MAH... I'm sure you can fill in the rest. Ergo, the PvPer's, or rather the vocal PvPer's on the forums, want an imbalanced enviroment similar to Ultima Online.
Quote:Well, thankfully, Castle and the rest of the development staff is smarter than that. Castle seems to have a handle on good PvP requiring that the PvP game be different from the PvE game. Issue 13 was a step in the right direction for where PvP play needs to go.
The rest about Tabula Rasa is probably accurate. Sure why not? I'd say CoX dev's failing repeatedly at implementing any kind of sound pvp system is as much a reason for the hesitation of further pvp development, but who knows.
Pvp is a very large draw of consumers, even if they don't really partake in it much. Just the option of it is likely to have someone pick up a game as opposed to a game without it. If CoX devs could create a successful pvp environment in the 6 years they have to do it, I'm sure NCsoft would pony up the funds to support it. As of right now though, the utter fail they have put forth would be akin to NCsoft throwing away money. -
Quote:While you don't need any of the loot items they have introduced a well founded loot system can drive a hack n' slash game* for years and to new heights of success. I think Diablo 2 would be a great example.Nothing in this game requires farming to get. It may not drop for you within a timeframe or in a quantity that you find acceptable, but statistically, it will drop eventually.
You don't need purples. You don't even need IOs. I have several characters who get along just fine with SOs, as we did for 8 issues. The market and the invention system really are optional.
Loot is carrot on a stick that is virtually unparalleled. CoX tried to tap into that and has done a moderately successful job of it given the restrictions of the game (you can't have visual loot nearly as much as other systems use).
It is an optional system, but they 100% want you to feel compelled, even driven, to attain it.
*CoX is a hack n' slash game, make no mistake. 99.9% of the game consists of mowing down hordes of enemies. -
Quote:In walks Seismic smash, looks down its nose at old total focus and outright laughs at the new version.An example would be the Mag 4 stun in total focus. Castle wasn't comfortable with a boss-stunning ultra-high damage attack long before the power was actually changed (I know: I discussed it with him long before it was changed). However, the devs were not going to significantly nerf a power blasters had when their internal datamining showed that blaster performance across the board sucked**. So for a significant period of time Total Focus was not "fine and dandy" but also not "an exploit." It was too powerful, but possessed by things that were too underpowered. Note that first blasters were given a modified Defiance (end of '07), and then after a period of time had passed Total Focus was revised (mid '08).
** It was only after I found out that Defiance was changing, and *why* Defiance was changing, that in retrospect what Castle said about total focus made complete sense: he basically said that total focus' stun was probably too strong, but that was not a high priority problem until "other issues" regarding blasters were looked at first, once resources became available.
But I suppose if the dominator version is any indication brutes and tanks (edit: and trollers) will eventually read that news in a patch note as well. -
I've yet to see a game that allows modding where some of the most popular mods are anything but hacks/dupes/item maps/god items etc. Always a very popular thing at any rate.
I'm not sure if the devs of CoX somehow thought their system was immune to that phenomenon or if they thought they would somehow be able to respond quickly as issues arise.
Either prospect leaves me shaking my head. I mean if they actually thought CoX was as different computer game than every computer game every made... well.
And if the same team that usually takes 1-2 years to implement any changes was under the impression they would be able to respond in what requires nearly real time action, then I dunno what to say either.
AE has been fail since day one of it being a seriously considered idea at Paragon. I certianly wouldn't put it on my resume.
If they do ever make a coh2 I seriously hope it does not have an AE system. -
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Quote:I'd say this is not an accurate representation of what actually occurs in game. I won't say I've never seen such comments, but they are pretty rare. That said, questions about acronyms commonly/uncommonly used are to be expected.Dont get me wrong, Im not against farming completly, i can see its benefits just like everyone else, however level 1 new players to 50 in less than a week is just too sad.
Im getting tired of being asked random questions from noobs now at level 40+ asking simple questions like:
'Whats slotting mean and is it good?'
'Whats FS mean? I got told to use it but i have no idea what it is'
'Whar cn get cape plz?' (spelling copied exactly as sent)
'Whats an insp?'
'Whats a TF?'
This list goes on and on but im getting tired of hearing these things regularly from high level players. These are things you should learn under level 20, or in the case of FS, 38 max not level 50. Its players like that, that run into mobs and get the entire team killed once they realise theres no buffbots to help them.
I've certainly seen:
"what is good slotting for x power" from new and old players alike.
I've also seen questions about the red side cape mission from multi-year vets. It is in no way obvious.
You will encounter a condensed version of typical questions because people level faster, but the questions are generally expected from any new toon. That is because the vast vast vast majority of people playing the game (and farming) aren't new players. Just new to the toon.
But lets be totally honest, a competent team should be able to host about 4 players with the skill level of a pylon and still plow through content. If one or two people on your team who are unfamiliar with powers is causing that much disturbance it may be worthwhile to review your own skills. -
If money were no object
soft capped to range/melee. Just shy of perma hasten/perma pets
with arcana time and redraw factored in I had it calculated around 260 dps. With pets out proly 400 dps.
Haven't looked at it in a while, but I think it has enough recovery to fight for quite a while.
edit: If BaB's every fixed redraw this would be a toon I'd play forever. Not to mention it's performance would increase substantially.
Mine is at 42 and while really cool, it is just so clunky to play with major redraw caused by both venom and surveillance.
At least 60% st -res, good team buffs, and a heap of damage is a recipe for awesomeness. But playing it is like a new driver learning a standard. Jerky.
Click this DataLink to open the build!
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Quote:I imagine it would play similar to how I aoe things on my fire/traps. Summon seekers on the spawn, run in toe bomb acid mortar then Poison trap (I strongly recommend the lockdown proc in this power). Toss down trops if lots of them aren't mezzed, hit aim and cast rain of fire. Jump back hit fireball+firebreath and then cleanup the bosses (even to +1 luts are usually dead).Heh, while PPPs have been buffed, they're still a loooong way from being as good as APPs. :P
From what I gathered, damage wise an Arch corr isn't all the far apart from an Arch def, so it's certainly something to consider.
Sub in RoA instead of RoF and everything else should play out about the same.
Defs have stronger acid mortar and stronger aim (and pbu if you wanted). Considering RoA isn't as scourge-tastic as Rain of Fire I think the def would actually hit harder with that combo (sans pbu). Def traps has such high values it is very easy to make it exceptionally hardy too.
That said, the corr would probably level a lot easy. But nothing AE couldn't solve if you wanted.
avg dam
Corr
acid+aim+RoA = 430
Def
acid+aim+Roa = 461
Def could add pbu = 609
Both could add soul drain (and easily use it with traps)
Saturated:
Corr = 504
Def = 675 (much higher value on soul drain)
Def also gets oppressive gloom with soul drain, which is awesome when paired with traps. That said, their soul drain comes at lvl 47 vs 41 for the corr. -
I know rain of fire works tremendously well for my fire/traps and RoA isn't all that different than RoF in that you need to keep mobs in one area for the power to do wonders.
That said, I see little reason a traps/arch def wouldn't be a better alternative to arch/traps corr. Traps is quite a bit stronger for defenders and the key power RoA is just as strong (minus scourge).
Unless you prefer the villain patrons to the defender ppp's then I personally would consider a def. -
Ok, so it isn't ticking every time the bot reapplies, it just ticks the debuff on and then immediately off every few seconds
This should flat line his regen
This should have him down to 23.56 hp/sec
Worked for half a sec!
Workded for a half sec, but didn't apply the correct value!
Sad
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I'm fully versed in how regen interacts with AV's/GM's.
a regen debuff of 5 (or 500%) is resisted down to about 71.xx hp/sec debuff on an even con lvl 50 AV. They regenerate at ~94 hp/sec
The assault bot plasma burst is doing this for less than 1 second every time it is reapplied, but it is supposed to last 30 seconds.
Detailed combat attributes on the target shows the debuff lasting the full duration, but it only actually affects its net regeneration for a split second.
It is a very very easy bug to see in action and unfortunately sucks pretty bad for what I was expecting the build to do.
I'll attach some screens a little later. -
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Char- (A) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (36) Decimation - Damage/Endurance
- (36) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (3) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (34) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Damage/Endurance
- (48) Mako's Bite - Chance of Damage(Lethal)
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Chance of Damage(Energy)
- (A) Gravitational Anchor - Immobilize/Recharge
- (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (7) Gravitational Anchor - Accuracy/Recharge
- (31) Gravitational Anchor - Immobilize/Endurance
- (31) Gravitational Anchor - Chance for Hold
- (A) Armageddon - Damage/Recharge
- (9) Armageddon - Accuracy/Damage/Recharge
- (9) Armageddon - Accuracy/Recharge
- (27) Armageddon - Damage/Endurance
- (29) Armageddon - Chance for Fire Damage
- (29) Fury of the Gladiator - Chance for Res Debuff
- (A) Thunderstrike - Damage/Endurance
- (11) Devastation - Damage/Endurance
- (11) Devastation - Accuracy/Damage/Recharge
- (19) Devastation - Accuracy/Damage/Endurance/Recharge
- (23) Devastation - Accuracy/Damage
- (27) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) Absolute Amazement - Stun/Recharge
- (13) Absolute Amazement - Accuracy/Stun/Recharge
- (13) Absolute Amazement - Accuracy/Recharge
- (15) Absolute Amazement - Endurance/Stun
- (15) Absolute Amazement - Chance for ToHit Debuff
- (A) Jumping IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (42) Panacea - +Hit Points/Endurance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - EndMod/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (43) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Accuracy IO
- (A) Apocalypse - Chance of Damage(Negative)
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (39) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Damage/Endurance
- (40) Thunderstrike - Damage/Endurance
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Damage/Endurance
- (42) Devastation - Accuracy/Damage/Recharge
- (46) Achilles' Heel - Chance for Res Debuff
- (48) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Soulbound Allegiance - Damage/Recharge
- (50) Soulbound Allegiance - Accuracy/Damage/Recharge
- (50) Soulbound Allegiance - Accuracy/Recharge
- (50) Soulbound Allegiance - Damage
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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Set Bonus Totals:- 24.5% DamageBuff(Smashing)
- 24.5% DamageBuff(Lethal)
- 24.5% DamageBuff(Fire)
- 24.5% DamageBuff(Cold)
- 24.5% DamageBuff(Energy)
- 24.5% DamageBuff(Negative)
- 24.5% DamageBuff(Toxic)
- 24.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 2.25% Max End
- 118.8% Enhancement(RechargeTime)
- 78% Enhancement(Accuracy)
- 5% FlySpeed
- 137.3 HP (13.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 23% (0.38 End/sec) Recovery
- 56% (2.38 HP/sec) Regeneration
- 12.9% Resistance(Fire)
- 12.9% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Basilisk's Gaze
(Char)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Flares)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Incinerate)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Breath)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Fire Cages)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Hot Feet)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Blast)- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Flashfire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Invisibility)- 7.5% Enhancement(RechargeTime)
(Fire Imps)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Blaze)- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Poisonous Ray)- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Scorpion Shield)- 7.5% Enhancement(RechargeTime)
(Scorpion Shield)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
(Personal Force Field)- 7.5% Enhancement(RechargeTime)
(Summon Tarantula)- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
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This is the build you were seeking. It's paper dps hovers around the 400 mark.
[color:#489AFF]Villain Plan by Mids' Villain Designer 1.621[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
Click this DataLink to open the build!
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Hey guys.
Plasma blast
* 30.59 Energy damage
* +2.596 Knockback (30% chance) PvE only
* +2.596 Knockback (30% chance) If target is a player
Suppressed when Knocked, for 10 seconds (WhenInactive)
* Regeneration -5 for 30s (30% chance) PvE only [Ignores Enhancements & Buffs]
* Regeneration -10 for 30s (30% chance) If target is a player [Ignores Enhancements & Buffs]
Just tested and the debuff is pretty much always 1-3 times applied vs hard targets. Which should be awesome.... right?
Well the target has a big red -xxxxx regen under their status, but their total regeneration rate is rarely affected. It will rapidly flick to debuffed and then back up to not debuffed in a matter of milliseconds.
It's broken
Sadly this was supposed to be a very large part of the success of the bots/storm I just spent the last month leveling to 50. Which I'll now be shelving indefinitely...
Has anyone heard of any fix for this in the works, or reported it in the past (I did tonight)? yaya we all know bots are great and don't need to be any better, but I'm a stickler for things working as they should.