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Posts
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Well, there's tip missions, and radio missions, and story arcs, and task forces, and so on. They're all door missions, but they're not all the same.
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I was on a raid earlier that got me only half a level (at level 36), which is far less than I usually get on raids. I also noticed that I got way fewer Vanguard merits than usual.
It was a larger league than usual, which might have something to do with it (splitting XP more ways; not sure if the mothership spawns scale enough for that many players), but also we had far more low-level characters than usual. A lowbie sidekicked up to 49 is 5 levels below the Rikti, which makes them a lot less effective than a 50 or a 50+1, so we didn't take down as many enemies. I'm not sure if splitting more ways + getting less kills is the complete explanation, but it's at least a factor. -
Quote:OK, so on beta currently (subject to change, etc), Sustain powers give +112.5% regen unenhanceable, and +112.5% regen enhanceable. With 95% heal enhancement, that's ~330% regeneration, which can easily enough be kept up at all times. The Sustain powers that do Absorb have different numbers, but they're also less directly comparable to Drain Psyche, so I'm going to focus on the regen Sustain powers here.No it doesn't at all. It's amazing that you consider yourself qualified to determine what is misinformation in this context when you haven't brought anything to the table yourself.
On SOs alone, Drain Psyche (slotted 3 heal, 2 rech, 1 acc) has a 72-second recharge and gives 146% regeneration per target. That means you need to hit 2 targets to get roughly the same amount of regeneration that Sustain gives, and 3 to do better. But that doesn't account for the uptime. Let's round up and say you use DP every 80 seconds, since you don't always have a nice cluster to drain right when it recharges. To regenerate the same total amount over time, you'd need 330*(80/30) = 880% regeneration from Drain Psyche. That's ~6 targets. High, although not impossible, and not much room left to hit more targets and outperform Sustain powers, averaging in the downtime. Fifty seconds of downtime is a lot, though, so surviving from the end of one Drain Psyche to the start of the next can be an issue. A Sustain power would regenerate ~70% of your health in those 50 seconds; that's a lot of damage to soak and hope that you can catch up during the duration of Drain Psyche. Under these conditions, Mental is definitely not looking so hot.
With basic frankenslotting, Drain Psyche can have 95% recharge enhancement rather than 66%. This brings its recharge down to 61.5s, the average number of targets needed to break even to ~5, and the damage you need to soak during the downtime to ~50% of your health. Still not looking very good compared to Sustain.
With frankenslotting and during Hasten, Drain Psyche recharges in 45.3s, you need 3-4 targets to break even, and you need to soak only ~20% of your health during the downtime.
And in a target-rich environment, or in short fights where the uptime doesn't matter, or as a panic button, Drain Psyche wins by a mile before adding any recharge set bonuses at all.
So, depending on the build and the situation, Drain Psyche can range somewhere from "significantly worse than Sustain" to "multiple times better than Sustain".
And of course, /Mental still has two good AoEs (including the only ranged AoE attack in any Blaster secondary) and a regen debuff. i24 /Mental is not clearly superior to everything like i23 /Mental is, and is not necessarily a great pairing for Dark/, but it's not on the bottom of any meaningful pile. -
Seriously, thread split? Please? Posted the link right up there?
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Misinformation doesn't help the original poster.
http://boards.cityofheroes.com/showthread.php?t=294640, we can assault each other with the perfection of our opinions in a thread more appropriate to the topic. -
Or somewhere in between? Depends on the build and the situation? Can this be described only by absolutes and superlatives? Here is this week's edition of Huge Blaster Buffs: Which Blasters Will Be Terrible Now That They're Awesome(er).
(thread split from here.)
Edit: Or not, I guess. -
...what say we take this to another thread, rather than derailing sypher's for the entire first page?
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Quote:High-recharge perma-DP builds soloing on x8 aside, 1400% regeneration part of the time is, in some ways, better at keeping you alive than 300% regeneration all of the time. Sustain powers are certainly easier to take advantage of, but not strictly superior. There is no reasonable way to look at a power that is four times stronger under the right circumstances and say "no, there's no way this can be an advantage".This isn't even the correct question. The question is will the changes to the other sets allow them to do a better job keeping your blaster alive ? The answer is yes they will. They will give their sets options that mental doesn't have. Mental won't even be able to come close without very expensive IO builds and forcing a particular play style on people using it.
Drain Psyche is a poor substitute for Sustain. But then, Sustain is a poor substitute for Drain Psyche. /MM will still be good - in fact, it will still be the best - at the things it is already the best at now. /Mental is the only Blaster secondary that is so good that it was left out of the i24 buffs because it would have to be weakened. -
Is there a change that will prevent Mental from having two AoE powers and >1000% regeneration at least part of the time? No. /Mental is excellent already, and i24 won't make it any less excellent.
Will /Mental build and play differently than the other sets with standardized Sustain powers? Yes, definitely. Does that make it "bottom of the pile"? No, definitely not. -
There's two settings relevant to this: Character Texture Quality, and Character Detail. Which is it that you have at max? Or is it both? To have the non-low-res versions of characters show up further away, it's the second you want to max out.
If your Character Detail slider is at 200% (or even 100%, for the distances you're showing) and this is still happening, though, then yeah, that's definitely weird. -
IMX, all farms are less popular during Double XP Weekends.
But if you must have a farm, use a non-AE one, since the double XP doesn't apply to AE missions. -
It's...
Whatever, never mind. Have fun derailing your own threads. I'm tired of attempting to defuse the fights you pick. -
Two days later, I still have no idea how you've managed to interpret "you might consider X" and admitting a personal weakness, followed by an apology, as "coming at you". I can scarcely think of a more diplomatic way Rangle could have stated it.
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Don't mind Another_Fan. He's been on this weird kick lately where he likes to claim that the huge buffs in i24 are going to somehow make [every secondary except whichever one he's fixated on this week] trash or otherwise "doing it wrong".
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So, I decided to use this double XP weekend to power through the low levels of an AT that I usually can't get off the ground: a Dominator. At level 34 already, I'd say it's working! I figure I should start planning my level 50 build, though, since it's not so far away now. Problem is, I've never gotten a Dominator to 50 before, so I've never built one. I'm not sure I even know what a good Dom build looks like. This is my first draft:
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Bejeweler: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9)
Level 1: Stone Spears -- Acc-I(A)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31), EndRdx-I(31)
Level 6: Quicksand -- EndRdx-I(A)
Level 8: Stone Cages -- Enf'dOp-Acc/EndRdx(A), TotHntr-Acc/EndRdx(29)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Stalagmites -- AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), AotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), AotDominator-EndRdx/Rchg(13), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25)
Level 24: Aid Other -- Heal-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), UbrkCons-Hold/Rchg(43)
Level 28: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), SAotDominator-Rchg/+Dmg%(50)
Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(36), SvgnRt-Acc/Dmg(36), SvgnRt-PetResDam(36)
Level 35: Sleet -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(37), UndDef-Rchg/EndRdx(37)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 41: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42), S'fstPrt-ResDam/Def+(43), GA-3defTpProc(43)
Level 44: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Hibernate -- Heal-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
Level 50: Agility Partial Core Revamp
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Code:Is this a good start, or should I go back to the drawing board? What have I done right/wrong?| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1482;687;1374;HEX;| |78DA65944B4F13611486BF69A7400BB5ADDC4A6929F722D042057569148841A9A22| |46EC9A44CA0A4B675A6465DFA173051346AFC056EBC800B97EE8D31EAC2BFA0122F| |7161703CEDFBD2927492E699EF7CE77CEF3BE77426736BBEEDD9B93BA7951698CB1| |BB6BD3A5FBC962B18E5A2E5C918EBB9AC5B29E53D6B6E9A37CDBC6935CB2A5ECB58| |9D2B16CA56319F5A30ACF2C6C1EAD0FE19DB366EE4CBDCE74AF9968B52B35232CDB| |5B6EAED9269947285757F759131D772D95CC10C1C6CAD9996BD912B45164AB96C6A| |316BAE660CBB6C5AB7EB4EC3E26A547E918AD9EAE5B8D5079752315D357D243F812| |D9FC16D7F2D570A05695D3D90988698AE2D0B067515BC0C1EBD024656C0E8266A1E| |4A0D641D8FFBAFAB1A6BD9077DFFC03E87AC64563880DAA82C3DF4E061AC5762CD8| |869CD5B1AF2B6C141D9F06AD8F34E54F2BDCA576593EA93BA567A6F2D41A7ED3A69| |81476CB20C0EC9797EEAFBBFC0E3230904A81FA046901A5D921FA27EA8536EC2D29| |77D55EDE763A96BA77E3B7BD7C1DE75B07761F62EC2DEC5C54627E7D5F90AFA5D3B| |E42E187E0DC644BB9B5EBB8751DF2FF53DD4ECE1BC8739EF04E79DE0BCC71770CE1| |3F1D9CB79F5D2E7247D26E933499F49FA4CBF41BFE2E22146BDD805CCA47F89CC90| |17C1814BA494C6A917DF8387811FE44F70E817B907BDA1DF6038243650EB1A7C879| |CE1F7E45BF0A93CCF083D8D3C47DDE80BF225B9032676F91F9373C73047CF58103E| |8FB5931D24E73BDEADA17FC7D183A8D44E506F62061E2667C91360FA24790A0C49D| |F52D073A7A83745BD29EA4D51AF47CE9FE69CA739E7A87EE85D75E4AA0C87AFAAE3| |8C37EC4E3744D20D919986C86C4364A9AE222F1E9E6559AF7D239456CDF2066B5F0| |0E7AB4F7659A125E1FE7B3DA669E7E526A12BFD2AF8ED70FE18F2F7EA31B7B60555| |D75DF21EA8DF07FF7409A8FD1F89CDE3AE| |-------------------------------------------------------------------|
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Resistance resists resistable resistances.
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It floors at -300% (that's -300% total resistance, not -300% of debuffs). For most situations, the floor might as well not exist.
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You *want* Aim. It provides a significant damage buff in addition to its to-hit buff, which is important since blasters tend to rely on burst damage.
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What's puzzling is that for every player that does this as I do (and all you need is /auctionhouse and a moderate amount of inf, which is not THAT small a group of players... er, I think), there has to be dozens or even hundreds of players that look at a Righteous Rage and say "this isn't useful, I'd rather have a paltry sum of influence".
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Is it a percentage? I thought it was simply when there was a single spawn (or remnant thereof) - I've seen large clusters of 10+ show before, but it never shows when all that's left is two minions on opposite ends of the map.
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Damage procs can be good, but nowhere near good enough that you'll be gimped if you don't use them. How good they are does depend heavily on the attack they're slotted in. For the current flat-chance procs, that just means putting it in a power you use frequently; when all procs become PPM next issue it will depend more on the specifics of the power and your attack chain.
Generally, I don't find it worthwhile to slot procs instead of enhancement values - procs are for any slots you may have left over after getting sufficient enhancement for acc/dam/end/rech. On the other hand, if you're slotting 5 pieces of a set, and it comes down to an acc/dam versus a damage proc, the proc usually wins because the damage is already ED-capped and the rest of the set probably provides enough accuracy.
If I ever have a choice between two damage procs that are the same except for damage type, like your lethal vs psi example, it doesn't hugely matter which you choose, but if possible I prefer to hedge my bets and choose a damage type I don't already deal. A Dual Blades character already deals all lethal damage, so a psi proc will be more helpful against enemies that resist lethal heavily, but I probably won't much notice or care when the proc is reduced against psi-resistant enemies. -
You can't give orders, but yes, you can get the status window. Go to Menu - Windows - Pets and enable the Show Pet Window Option. Then open your team window, and click Pets at the top.