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You are probably looking for something a little squishier to completely oppose your usual playstyle but if you don't mind Pure, unbridled destruction with extreme survivability I'd recommend a Crab.
Go full pet plus full aoe including leviathan and it is absolutely devastating. 6 pets (plus lore) all going at it with reactive, a full compliment of powerful aoes and 35% aoe resist debuffs (55% for Toxic which two of your aoes inflict).
Even Giant Monsters don't last long Vs a Crab. -
Quote:Every character out there slots of recharge or defense or any combination thereof. Nothing else is hugely effective, the Emp needs to slot for neither and gets little returns on both.Actually, no. The Emp team doesn't need global recharge because AB gives you +100% recharge.
With just the recharge boost and 3 recharge SOs in AB it will recharge in about 102 seconds. Hasten in the same circumstances is only a few seconds from perma and would make AB perma.
It's possible that an all-Pain team might be better (whatever that means) with high end builds but I doubt it.
IMO Pain is good, but Empathy is better. Unfortunate, but there it is.
An Emp in SOs in an all Emp team is only marginally weaker than a fully IOd team.
I'd admit in those situations Emp is better but when IOs and set bonuses are taken into account, the all Emp team is left in the dust by a significant margin.
An insignificant amount of recharge due to diminishing returns loses to damage, debuffs, heals and resists every time. It is lunacy to suggest otherwise.
Emps are a nice cheap alternative, that is undeniable but with a few dollars behind each team and the Emps look pretty ordinary by comparison. -
Quote:Actually 8 stacks of manouevers plus Weave and any two of Combat Jumping, Hover and Stealth will get them all to the cap without any IO bonuses. I can only speak for myself here but I would proabby be taking all of the above for the benefits of LotG anyway.Lets see...
While it is true that Pains would be able to run at defense caps, it would be dependent on the individual Corr to determine which types/positions to be softcapped to. Additionally, all the team members would have to get those powers or sets to get that extra defense. Corr Maneuvers only offers ~4% defense with 56% slotting (3 SOs) and with 8 you're looking at 32%. EPP shields would easily push s/l defense to the softcap and getting some set bonuses would push up the range defense.
BUT - the Emps don't have to worry about any of this. They don't even need Maneuvers with well slotted Fortitudes stacking everywhere and they certainly won't need shields or set bonuses to get that defense (which, btw, is defense to EVERYTHING typed and positional). What does this mean? Every player on the Emp team can slot their builds for +hp/recharge/dmg. Think about it. An Emp with ~100% global recharge + 70% from hasten + another 100% from AB from one of their teammates. 270% recharge ALL THE TIME. The Pains would never be able to even touch that because they'll be busy filling in defense holes.
From a def/res standpoint, the only true advantage Pains have is capped toxic resistance. Offensively they have the advantages of -def/res to stack on mobs and Scourge.
Suppose that it should be mentioned that slows will severely hinder the Pains while the Emps have that extra 100% buffer, too.
with absolute ease both are going to be at the soft cap with defense.
the difference is the Emp team has more recharge Vs the Pain team's resist cap, better heals and better damage. Consider both teams will already have a high level of recharge to perma their T9s, the Pain comes off ahead in a massive way due to the diminishing returns of +recharge. -
Blasters still have the highest damage modifiers and easily do more damage than every other AT.
The problem is, they aren't very survivable. This never used to be an issue before everyone became obscenely powerful with IOs and now Incarnates. Their survivability was given to them by buffs, debuffs, controls and heals. The problem is that with IOs and Incarnates, everyone but the Blaster is already a Tank - the traditional team format has gone out the window and even when you get a buffer in the team they rarely bother applying them.
It isn't a Blaster issue, it is a playstyle issue - no-one's playstyle meshes with the Blaster AT anymore. -
Quote:My Crab does that. I have a Hero Crab though who is trying to promote Unity by having both Arachnos and Longbow Pets!Someone should make a VEAT and get Longbow pets. And, ya know, still use their Arachnos costume.
Of course that is about to change as I have almost T4d Cimerorans and they are almost 50% more powerful than the second strongest pet, I can't let that slide! -
Quote:Pain and Emp both offer the same +recovery (Edit: just looked it up and the recovery from Pain is actually 4x the recovery from Emp but either way, it doesn't matter).Considering it is an all Emp team, toggle dropping is a non issue. If stacked Forts are maintained, everyone is going to be softcapped without Maneuvers and their tohit will be golden without Tactics. The only thing missing will be Assault but they'll still have decent +dmg from Fort, too. In reality, maintaining 2-3 stacked Fort on everyone makes the Leadership pool redundant with the exception of Assault. So there's 2 toggles you can knock out altogether when you get toggle dropped.
Between AB and RA, they'd have enough to overcome the -recovery, all the nuker would have to do is pop a blue and carry on. Additionally, they'd be able to nuke more often because of perma AB.
Using nukes on the Pain team would be a bit more detrimental because they won't be carrying as much defense/recovery. The main thing going for them is +dmg and capped resists.
The difference is Pain is single target and perma-able and Emp is aoe but not perma-able. If you are talking a team full of Pain V a team full of Emps, it doesn't matter, everyone in either team will be at max recovery permanently. It would be easier on pain though just designating one person each had to keep their buffs on permanently when it recharged Vs trying to stagger buffs from the Emp to make sure they don't run out.
The defense thing is a bit of a non issue, with 8 sets of Manouevers running and some defense from pool powers/IO, everyone on an all emp team and an all pain team are going to have capped defenses. Defense is extremely easy in this game to get but Resistance isn't. The all Pain team will be capped on resists and defense while the all Emp team will only be capped on Defense.
A team of Emps will never be as good as a team of Pains. Their mitigation is worse, their healing is worse, their damage is worse and they are harder to play. -
No idea how godly it is but it sure seems it.
I just had the same idea recently myself and this is what I came up with:
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It's range is over 200' on regular attacks and 400' on the snipe and it can hover at almost the flight cap speed so full travel, no suppression. Good defense and recharge too. -
Quote:If it recharged everything then I declare it is also recharging itself :PSo I would imagine when Burnout was first concepted the original design likely instantly recharged everything then people started to do obscene things.
Imagine with me that you are in closed beta before Burnout, the new tier 5 speed pool power which recharges all primary/secondary powers, was changed to primary/secondary.
How would YOU break it?
I'd like to think that
[Eye of the Magus][Drain Psyche][Inferno][Burnout] Repeat would have been insanely fun.
My Fort would love the combo of Psychic Wail, Burnout, Psychic Wail, Burnout. -
My Crab has Tough, Weave and Manouevers from Leadership and doesn't use any of the end aiding incarnate abilities and I have no issue with endurance.
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After taking a closer look, the Blaster set has me more excited than the Brute set. Other than the PVP IOs which only work in PVP, there are no +range global bonuses available prior to that set. That plus some massive recharge and defense is amazing. I wouldn't complain about more accuracy and damage neither.
BTW my Blaster is designed for pvp and was built with these targets in mind: Range first, Recharge second, movement speed third, defense fourth.
3 out of the four in one set is perfect. -
In the build you posted they aren't actually perma.
That build has the Musculature Alpha instead of Spiritual. With Spiritual they are Perma but with Musculature they aren't. I am assuming that choice was unintentional.
Also as others have said, your end drain and recovery are way out of balance - you will only get a few shots off before you find yourself detoggling and you aren't defense capped. Not being defense capped or at least very close to it as a Crab is a crime against nature when they get it so easy.
I am going to post my build, it is very similar with the maximum pets. I went Leviathan for the toxic damage synergy with Venom Grenade and the extra aoe potential though.
I think my build is a good place to start and tweak to your own personal style from there:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(23)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3)
Level 2: Burst -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(7), Decim-Acc/Dmg(9), Decim-Dmg/EndRdx(15)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Tactical Training: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(11), LkGmblr-Rchg+(17)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dam%(21)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(17), T'Death-Dam%(21), T'Death-Dmg/EndRdx(23), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(37)
Level 18: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam(43)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Mental Training -- Flight-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(25), Aegis-ResDam(25), Aegis-ResDam/Rchg(27), Aegis-ResDam/EndRdx/Rchg(31)
Level 26: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/Rchg(37)
Level 28: Serum -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(29), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(37)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(34), LkGmblr-Rchg+(34)
Level 32: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(36)
Level 35: Summon Spiderlings -- EdctM'r-PetDef(A), BldM'dt-Dmg(39), BldM'dt-Acc/Dmg(40), BldM'dt-Acc/Dmg/EndRdx(40)
Level 38: Call Reinforcements -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(39), BldM'dt-Acc/Dmg/EndRdx(39), RechRdx-I(40), RechRdx-I(46), C'Arms-+Def(Pets)(46)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43)
Level 44: Arctic Breath -- Posi-Dam%(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Summon Guardian -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Dmg/Rchg(48)
Level 49: Bile Spray -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rng(50)
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(13)
Level 4: Ninja Run
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I am a little amazed no-one has suggested PVP.
That is the end game of all Min-Maxers in all MMos. You imn max to the point that no content is a challenge anymore so you either retire or you face the only thing that is still a challenge: Other min-maxers. -
I have heard a lot of people mention DM for farming. I have never understood that.
DM is a set infamous for it's lack of AOE, so why would it be useful for farming?
I imagine Soul Drain will be fun to watch with a capped number of mobs around you at all times but considering those reds you have been popping already have you at the damage cap, it gets somewhat less impressive.
So what is it about DM that makes it good for farming? That is a legitimate question btw - I am not being sarcastic. With enough recharge can a combination of Soul Drain and Dark Consumption be used as replacement attacks for the AOE you are missing in your chain? -
Quote:Have you seen them? From your response I am going to assume you haven't.Please explain to me how these sets are more powerfull than purples.
Take a look: http://boards.cityofheroes.com/showt...t=underwhelmed
Look at the Brute set. Significant defense and recharge set bonuses within one set = pure gold. You can already do a weaker version with Taunt IOs but to be able to do so without gimping an attack? That is supremely powerful. Not to mention it includes a health bonus which is always nice to have and the largest smashing/lethal resistance IO boost in the game which to Brute's near the resistance cap will offer a very significant amount of mitigation in a way that isn't readily available in the game currently.
There are two ways to improve your character in this game, you can increase their offense which is done primarily through +recharge and you can increase their defense. A set that does both is literally perfect.
I'm not going to do a write up on all of the sets but they do seem balanced in much the same way as the Brute set, they take every set bonus a character might need and combine them into one perfect package. They have removed the opportunity cost we all must deal with to those who have a large bank balance.
I'm not saying this alone is game breaking - each character can only have one set so the advantage is limited. This however doesn't bode well for the game, when this "limited" pay to win set up rolls off the shelf and is a huge success, it will become less and less limited. -
Pay to win is also my concern.
The class specific paid for IOs they have already released the details of are already significantly more powerful than what is currently available.
Sadly I think it is already obvious that pay to win is what they are going for. -
Quote:Because Darkest Night is far superior to bother Hibernate and Shadow Meld combined?It's because scrappers get two better survivability tools then brutes in their epics: Hibernate and Shadow Meld. I'm not entirely sure why Darkest Night has been heralded as some sort of holy grail of survivability when it has an obnoxiously long cast time, the tohit gets resisted into the dust, and the -damage isn't gonna be topping charts. Meanwhile, you have a complete invulnerability and a huge +defense that will compensate for any cascade failure you receive.
You don't take soul mastery on a brute for Darkest Night, you take it for gloom and Dark Obliteration. Darkest Night is just a nice little cherry on top of an already great set. Hibernate and Shadow Meld are both substantially better survivability tools in the long run, so I'm not sure why they've been ignored.
Shadow Meld on a character already capped on Defense is what we like to call in the business "A wasted power choice".
Hibernate is nice, just not as nice as Darkest Night. If something is beating you down to the point that you need to use Hibernate, then Hibernate is only going to be buying you a little more time. Darkest Night could be the difference between something that could damage you to the point of needing to use Hibernate and then dying anyway or making the damage inconsequential.
You are seriously downplaying the effects of a -20% damage buff. even ignoring the -tohit property it is still ridiculously powerful. -
I just built this character and I expected more from her...
I just completed the Alpha Unlocked missions and I needed to bring in help to kill the Honoree because he was regenning faster than I could kill him even with my regen debuffs...
This is the first time I have needed help completing those mishes on any of my characters.
Have I done something wrong or are Forts just really really bad?
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Quote:Agreed.All of these except I think the first and the last come under 'selling power', which is a big part of why so many people hate free to play games. I can deal with things like powersets or whatever being paid cause those are balanced against everything else anyway, at least in theory. Stuff like this, though, this is a straight power boost to somone who paid that someone who can't or won't pay can never get. I'll happily pay for costume bits, small QoL things like the remote auction house, even the aforementioned powersets, but please never ever sell straight power boosts.
I will however say that I could get behind all of them as rewards for things ingame. Just not as paid additions.
The pay to win mechanic is the fastest way to drop your playerbase's numbers.
I am fairly concerned about this. -
Quote:What is with the sad face? That fantastic pun you just used was handed to you on a silver platter - pun opportunities so perfect aren't given out easily.Sadly, my important thread discussing T4 pool power requirements has been derailed...with a Vengeance
I bet the whole point of this thread was an elaborate plan to get that pun out. -
Does anyone remember back before IOs when Vengeance was an extremely rare power to see on any character? The fact that LotGs are here now and extremely powerful have inspired people to take it as a mule.
The ironic thing is, with people more powerful than they were pre IOs, the need for a power that is used when someone dies is considerably less. -
If there was a female only server, I'd be on it and I am a man. I don't care about playing with females and have no intention of harassing any of them, I would just make sure that is my home server out of principle - trying to exclude me based on my sex is the height of prejudice, I will always challenge that.
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Yeah these set bonuses are absolutely amazing.
I build for Defense then Recharge or sometimes Recharge then Defense, I'm not sure what else you would bother taking set bonuses for...
One that has significant bonuses for both recharge and defense and also hands out the best S&L resist set bonus in the game? I'm not sure what people are expecting out of these but the Brute one at least, is an incredible, incredible set.
Hoenstly, I think they are way too powerful if they can only be attained with real money. If that is the only way to get them they need to be equal or weaker than sets we can alreday use. Pay to win sucks. -
Wait, so random people can figure out my global name without being on my global friends list?
Doesn't that promote harassment? Means I can't even dodge someone by changing characters... -
I think the biggest winner from this change is Aid Self. Not having to take Aid Other is awesome.
The travel powers aren't such a big deal. I still want hasten and I still want Hover of Combat Jumping. It doesn't save ma a power at all. -
Quote:Banes are the king of -resists easily.your forgetting surveillance in there which i think is another -20% resist so could stack -60%, and i think venom grenade stacks so with enough rech you could stack the debuff on that
That is if they are working alone or with other Bane at least.
Venom Grenade inflicts -20% resists but -40% resists to toxic damage which the Bane has three attacks for and with enough +recharge, can have a decent attack chain and is stackable.
Using two venom Grenades, a Bane can stack resists to -115%