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Posts
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Joined
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Also, can I get some numbers (DPS) for both SS and Energy, please for those builds? If you don't have the time or are tired of doing the math for this multi-level thread, I completly understand. I suck at math or else I'd do it myself. So, if anyone wants to throw me some help I'd be much appreciative, thanks in advance all.
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[/ QUOTE ] First big question - what is your budget? Top end DPS typically happens at very high levels of recharge, and very high levels of recharge are very expensive. Even if I show, say, that Super Strength does significantly better DPS, it won't matter to you if it only does so at +287% recharge, and you don't have or don't want to spend the influence to get there.
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Thanks for reading my postOk, I don't care about money, but for the sake of argument and if you don't mind, give me a Balls to the Wall build, and a more achievable priced build (not cheap or economy, but a still very Nice build just not over a billion nice.)
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Also, sorry for the terrible english (bad grammer, run-ons, and mis-punctuation) in a hurry to do errands.
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Well as the OP, I have been here since Beta of COH as well. Although a rookie of the boards compared to MOST, I do have a high respect for certain names, i.e. Werner, Kruunch, ToPDoc, Serrate, Billzabubba, and Tribal (who quit b/c of all the bans for the MA sploits thing, even though he didn't sploit, he used the Rewards vs Riks MA, *intended play, which still yielded Super Results, comparative to sploits. . . my shameless rant over, now.) When I see these names writing things, I take note. So, please respect each other on my (borrowed from CO) thread. I appreciate the candidness of both Kruunch and Werner, great job haveing a rational discussion. I would like to inquire or put forth rather, a diffrent question than my OP. I wanted to build a Homage to Supes, as in similar powers, and resistances, yet able to stand toe to toe with any AV and take him down, even if everyone else on the team goes down. My theory, is can I bang with a hard core AV as Uberman (not real name of hero) against say Lord Recluse or Tyrant and tank him down (tank used on purpose). I want to build a Tank that is the last man standing always, which I think I can with Inv; however, my problem is can I dish enough damage as SS to get the job done on my own? Should I use Energy Melee or Fire Melee instead? Those are the only powers that really intrest me for this TYPE of character. DM, Ice, WM, and BA don't fit MY idea for this character. Kruunch you have soloed AV's w/Inv/SS. . . could you put that build up and show me the DPS on it so I know what I am investing in. Also, could you compare those DPS figures to FM and EM? How well can SS stack up to those 2? Just fine just takes longer to kill an AV, or takes FOREVER. I don't mind a 15-30min fight but anything after that, to me, is to much. Thanks to all the posters who have taken their precious time to post here, do calculations, and argue there views, I think it is wonderful that we are so willing as a community to help others, to learn more about the game and increase there game play FUN, by not having to do trial and error like we did coming up. Now, as a newb, you can say, I'd like to build this and get like 20 comments on how to do so, might even sparking some good arguments that provide great knowledge. Again I thank you all for your participation, no disprespecting others on here, and keep the discussion/knowledge flowing.
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Has anyone done a Tanker equivialent to Billzabubbas Scrapper DPS outputs for chained attacks? If not, does anyone feel like doing the math? I can start with this off with the right questions. . . lol, but that's about it for me.
What are your best attack chains you use for your tanks for single target attacks? (i.e. if you are attacking a Pylon in Rikti or a Boss/EB/AV in a TF.) -
So SS would be like .97 for S/L, but Fiery and Dark would stay the same, correct?
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I have not tested it myself as I don't find AV soloing a rewarding experience (their HP+Regen/Reward ratio sucks) but I have heard of even Ice Melee users soloing AVs with the right build.
Now, as to what set can potentially dish the most ST damage? With high levels of recharge (150% that can be a mix of slotting and global) my calculator ranks them:
2.14 Stone Melee
1.98 War Mace
1.97 Energy Melee
1.94 Super Strength
1.90 Battle Axe
1.87 Dark Melee
1.84 Fiery Melee
1.75 Dual Blades
Note that this is raw damage, and some sets may achieve this via bonuses like DoT or mitigate their endurance in other ways, like Energy Transfer making the endurance efficiency better and end efficiency will be important for AV soloing.
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What are theses numbers based on: dmg/sec? dmg/attack? dmg/attack chain? dmg/60 sec? What happends when that raw damage hits resistances? Like when fighting Pratorean Statesman, or Lord Recluse? -
So, Starsman, what do you say for SS? (Or anyone with numbers?) Can SS be a viable contestant on "the DPS is Right for AV soloing?" Or are the only COH AT's that can Solo most AV's a DM or FM Tank?
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I've solo'd AVs on my Inv/SS but there is a certain wall that I've hit with regen/heal intensive AVs.
I would think SD/DM (if it can hold up) or Invuln/DM would make for great AV killers.
Stone, Axe and WM would probably fall next and Fire Melee if paired with FA.
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Nihilii, would you agree with these statements? I would think FM and Nrgy Melee would be above Stone, Ax, and WM. I was thinking of going either Nrgy Melee or FM with Inv. for the defense/resist, I have a SS/Fire Brute that pumps so much dmg it's unreal; however, he often gets One shotted. He's IO"d to the tune of 3-4 bil as well, so it's not for lack of IO's. Put me up against any fire dealing foes and I can cake walk it, most anything else, face plant. So, back from that tangent. . .I don't care for DM all that much for a Super type character, if I am min maxing then for sure. For, a Superman homage though I was thinking either Fire Melee or Nrgy melee. -
All this talk about Reichsman around the Forums and the ability to try and Solo an AV with the advent of MA (Mission Architect) has got me thinking. I always loved the Idea of having a Superman type character in comics. That virtual bad [censored], that you know no matter what, when the chips are down, when all else fails, and even the Super guy looks beat himself, all of a sudden, he pours it on and comes back with a vengance to win. Of course in COH we have that character in Statesman. Ergo, if he is our (COH's World's) Superman, how could we make someone as strong as him, as powerful, to stand toe to toe with any AV and come out on top with out the help of others. Is this possible? A few questions that will help this discussion on its journey to finding an answer are:
Can a Tank solo EVERY AV in the game?
What would be needed to do so?
How many diff powersets could do it?
What would we have to get Recharge and DPS numbers to?
I see people wanting to build and UBERMAN for whatever reason, mine is to, just feel that symbolic and Iconic Idea bleed through my screen as a virtual homage to Superman.
Can it be done? Who here can come up with an answer to such a task. Maybe you've reached something close, but have fallen short somewhere, post you results and maybe someone has that missing part that could help you complete the formula for our COH UBERMAN! -
<<<< Egg on FACE *****
Ok I didn't read the updates correctly. I was thinking that was under the General heading, missed the only DOM's Heading. I was thinking they Nerfed the HELL out of my Blaster. Sorry all for the Ruckus. . .exits stage left! -
WTF. . . why did they NERF MM? Why did ya'll completely render MM sub par. Just becuase Farmers loved that set and used it doesn't give ya'll the right as DEVS to NERF a whole set as bad as ya'll did. I'll wait for an expo from a RED name before I go total balistic on here. So, what was the main purpose of killing a great set like MM? What was ya'lls reasoning? Was it because of the Farmer heavy use? If not then WHY?
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Oh, good lord. Will old Regen DIE already?
Regen has been a click set for a VERY long time now. How many YEARS has it been? I've long since gotten used to it, and with the clicks being the difference between it and Willpower. Please do not change the entire nature of the set AGAIN just because you're nostalgic for the good old days.
To be sure, I loved old Regen. I was very mad when they nerfed it over and over and then changed the entire nature of the set. But I MOVED ON. I adapted and overcame. The set now is what it is, and I'm happy with what it is. And if you want to play something closer to old Regen, PLAY WILLPOWER.
I won't object to a minor Regen buff such as regen debuff resistance and/or recharge debuff resistance. Although I feel that Regen is just as good as other sets in capable hands, I'm coming around to thinking that it should be as good as other sets in average hands, and thus perhaps better than other sets in very capable hands. But I'm not pushing for the buff either. Regen is fine either way.
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I like you Werner, you seem very intelligent. So when I say this don't take offense, but, the very fact that you have to say, " Will old Regen DIE already?" should make you paintfully aware that there is something wrong with it. Also, I find it sad that you had to get used to playing Regen the way it is now. I hate the feel of "click to Non-death powers" That IS NOT Regen, that is like, as someone else pointed out, self-empathy. Also, WHY should I play WP when I WANT to use regen, or the way it was rather. Like I said, I played regen in its hey day. I quit when they made IH a click. I tried to play it, but it was just ruined, the start of no longer feeling like regen was at that pivotal point. I tried again after that, when they changed MOG, I didn't really care for MOG before, and now I think it is ok. But, the regen set does not feel like, nor operate like regen anymore. So, it should be either fixed (put back to something similar to what it was) or change the name of regen to something else and make a New Regen power, either way, I don't play it and won't becuase it, like many other things in this game, have gone to the wayside and made this franchise start to spudder. . .I know a lot of people who are very unhappy as of late, and many more that are ready for CO. So, it really doesn't matter to me, b/c in a short time, COX won't have a monopoly and they'll have to get there crap right if they want to compete, otherwise they are going to loose far too much. I know I rather play a game that makes regen really FEEL and ACT like regen, as opposed to this carp we have here masquerading as such. -
Hi . . . I have been with the COX franchise since its incepetion, I was a beta tester for both COH and COV. I am not the biggest personality on the forums, I don't have a 1000 posts, but I do frequent the forums quite a bit and put my 2 infl in where I can. Since the beginning I always wanted to play a Claws/Regen character, probably a lot of people did, b/c of Wolverine. I enjoyed how great Regen WAS. Now; however, regen is a glimmer of its former self. I would like you to fix this in some way. I mean, it is still highly chosen, but not b/c of its effecitve ness, but b/c of its popularity in association with Wolverine. Do some data mining and see if more */Regen whatevers were made after the X-Men Wolverine Origins came out. The sad thing to me is Will Power gets you more Regen than Regen does. Will Power is one of those powers that is highly regarded as put it in place and forget about it. Unfortunately people playing regen have to be click masters to stay alive, and it shouldn't be that way. I always found Regen to be sort of SILLY in that respect. Oh, no, I am takeing to much damage, oh wait, all of a sudden my Regen is getting stronger and healing more. What? How does that make since? Regen is Regen it should regen the same. It shouldn't be the more damage I take the more I have to click heals, it should be, It takes more damage to hurt me, to take me past the threshold of my regen, so my regen can't keep up, untill there is a break in the incoming damage. Dull pain is good becuase that can sort of be explalined. My point is Regen shouldn't be one of the most ACTIVE protectons sets, it should be very similar to WP, a fire and forget. And for the love of all things regen make it more regenable than WP. Talk to some other well knowns about regen, ask there opininons. Maybe ya'll can change the way regen works, improve it's regen, make IH a toggle again. That way we don't have to depend on those click heals to stay alive, you just depend on managing the damage coming in versus your damage regened. Help us originals get back to the Moment of Glory days, when Regen was awesome and taken because of that and not so much because regen was popular due to a small, rogh around the edges Canadian with claws. Thanks for the time you took to read or skim through this.
I sent this to a couple of people to reach Castle, since I couldn't PM him directly. Hopefully, you can piggy back this with your own message of what you'd like or for change, get a petition going for Regen CHANGE. -
How good is a DM/Fire build for solo/team/farm play? Is it survivable enough Solo? Is it team friendly? Can it FARM really well? When does it start to have trouble in farming, @ +1,2,3,4? Same question for Solo.
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Find my Post on Arch/MM's and read through those builds. Should give you an Idea of what the majority do with this build.
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Mental I have very little experience with. Like the Psi primary, though, you have the issue of a heavily resisted damage type.
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I think you are confused, Psy is one of the least resisted dmg types. It is only HIGHLY resisted when you fight other Psy types (i.e. Carnie) -
So take Burn? What about PPP, would you take Dark for the -tohit over Elec. Or the elec since it's AOE's aren't cone?
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Whatever happend to my Psy Weapons, it was defintely top 3 in the polls. I'd love to see my Psy Weapons enter the game, we already know another Super Hero based MMORPG is doing it. I'd like to see something like a mix of Fortuna. With Psy dart being thrown from the hand, looking like 3-5 small darts.
Have a claws attack made out of Psy power, a Katana, Fist powered, all kinds of things. Could do -recharge, Smashing/Psy dmg, Holds and Stuns. This would be the ROXXXORZZ -
I have a SS/Fire Brute, and I went with the Scirocco PPP, and got the MU Mystic, because he has EMP which is-1000 regen and another AOE in Elec Ball; however, I used to have burn and I feel like I killed faster with it. So, is Burn better for farming and the PET better for AV's? Does the PET's extra AOE > Burn? How often does the PET use it's AOE and EMP, does anyone know that? Thanks in advance, and I appreciate the responses.
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Anyone else have anything to add to this?
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I think the point of having the pet is for the -1000regen from EMP pulse, and another AOE attack in Ball of ligtning. Worth it or trade it in for Burn?
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Any more suggestions on these builds, what can be improved, what can be changed, what can be added or stripped away for somehting else power wise?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Snap Shot -- Decim-Build%(A), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(37)
Level 1: Subdual -- HO:Endo(A)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(7), Posi-Dam%(9)
Level 4: Telekinetic Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 6: Blazing Arrow -- Apoc-Dmg(A), Apoc-Dmg/Rchg(15), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-ToHit/EndRdx(21), AdjTgt-Rchg(23)
Level 12: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 18: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Dam%(33)
Level 20: Drain Psyche -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(36)
Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(37), Zephyr-Travel(48), LkGmblr-Def/EndRdx(48)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 26: Stunning Shot -- HO:Perox(A)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(40)
Level 30: Boxing -- Dmg-I(A)
Level 32: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(42), Posi-Dam%(43)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42)
Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dam%(46)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(50), S'fstPrt-ResDam/Def+(50)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 49: Force of Nature -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]14.9% Defense(Energy)[*]14.9% Defense(Negative)[*]3% Defense(Psionic)[*]6.13% Defense(Melee)[*]24.9% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]100% Enhancement(RechargeTime)[*]66% Enhancement(Accuracy)[*]6% Enhancement(Heal)[*]4% Enhancement(Confused)[*]5% FlySpeed[*]126.5 HP (10.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 7.15%[*]24.5% (0.41 End/sec) Recovery[*]58% (2.92 HP/sec) Regeneration[*]9.77% Resistance(Fire)[*]9.77% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]5% RunSpeed[/list]
Fixed some things in my previous build. So, any comments on this build, constructive or otherwise? Suggestions for improvements?