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How does Performance Shifter proc compare to Numina's +recovery?
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I just set it on auto with my Ninjitsu and Super Reflex.
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Quote:Yeah, the good thing about Muscular is that it allows you to slot one proc damage and you won't lose the overall +damage.I was strongly considering Musculature on my Cold/Ice for the damage boost (and later the defdebuffs and endmod enhancing) as I currently use several sets of Entropic Chaos in his blasts. Entropic Chaos barely hit ED effects, a full set being around 85% post ED and about 87% preED. Thinking the boost will up the damage quite a bit and still allow me to put various procs in the 6th slot for a very nice overall boost to his damage output. Likewise I'd get the buff/debuffs out of Infrigidate, Sleet and Heat Loss potentially while freeing up some slots to use elsewhere or differently.
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The problem with Muscular is that with a full set, most Range/Melee attacks are already over 100% before ED (Thunder Strike for example pushes your +damage to 143%!) so you only get the "bypass" benefit which isn't much especially if your base damage is low (IE Defender's).
I find Cardiac amazing because most full sets don't even push -endurance higher than 70% so you actually get a lot of -end out of it just with the very first tier. Having higher tier could be overkill for -end but the 20% +range is very good especially if you do Apex TF because you can safely kill pylon with that 20% +range. My Fortunata carries 8 toggles (tough, weave, hover, power tool assault and maneuver!) and without Cardiac, I can't last long without eating blues (I already have Numina and Miracle unique and two accolades).
My Bane will try Nerve for the +defense because he has at least 3 defensive powers.
I usually don't find +recharge that important if I already have sets. I would only go for very high +recharge with a Dominator. -
Quote:My Bane can only down pylon down to about 50% and then just runs out of juice (no endurance, etc). The problem is the two spiders don't survive long and they add a lot of dps to the fight. Another problem is that I only have one kb protection and when I get hit, I get knocked back.I have a Bane and have had him for a very long time. To this day, he remains one of my most beastly characters. He has no problem running up to an AV and giving them their last rites before they die. From what I remember, Bane Spider and Night Widow have the best odds of soloing AV's and the Rikti Pylon than the others. I've come close to soloing the pylon on my Bane and that's without IO's.
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Quote:Not likely. My Fort is all ranged and while it's my most favorite build, she doesn't have enough dps to take down pylon with all range attacks. The only way for her do counter pylon's regen is with some melee attacks.Would it be possible for a fortunata to be able to defeat an AV with poison dart and dart burst?
Haven't tried it with AV though. -
Quote:Your pets survive because you shoot at long distance and cast the pets behind the pylon so they don't die from pylon's aoe?I have solo'd several AVs and I can regularly do a Pylon with my Crab spider. Though this is with perma-pets to deal damage. So I am not sure this is something you would be interested in.
For those wanting proof, I just recently came back from a several month long hiatus and am lacking any. Though I do intend to pull out fraps and record it eventually.
Pets do add a lot of damage in long fight but I tried it with Bane and since I am all melee, my pets still die from aoe even though I cast them way behind pylon. After a while, those two spiders just want to go in and melee and die... -
Quote:The only Thug I've made is a lvl 37 Thug/Trap but he is stuck on Triumph server when I joined that Trapster Superteam. If I remember correctly, Thug/Trap was a beast (in regular content) and mainly because Enforcers are just so awesome. And it is much easier to babysit one boss melee pet than three super-squishy melee pets like Zombie/Genin.Though I must say, the Alpha slot has helped me so much with my pets' lifespans. I'm currently using Nerve Radial Boost for +20% def slotting. Between defense powers (such as Maneuvers, Steamy Mist, Shadow Fall, Force Field Generator, Deflection Shield, Insulation Shield, Dispersion Bubble), the Pet and RIP set uniques, and the pets themselves (Enforcers and Protector Bots), and Nerve Radial Boost, henchmen can get pretty tough. After slotting NRB, my Thugs jumped up past the soft-cap to about 54% at rest. The AVs on the Tin/Apex TFs now have a 10.5% chance to hit my Bruiser, an 11.25% chance to hit my Enforcers, and a 13.5% chance to hit my Punks and Arsonist. The Minions on those TFs range from 9% chance to hit my T1 henchmen to a 7% chance for my T3.
I guess I am just frustrated because I like Necro/Ninja and Merc. The melee pets just don't have enough defense/resistance to stay at melee. The Risk of going in is way higher than the Reward. My DPS is way less when I have to resummon and upgrade and eventually run out of endurance.
Merc has less of survival issue but they have damage issue. I have two procs (AH and Lady) in both Soldier and Spec-Ops but the damage is still kinda low and Merc in general have less resistance than Robot, less AoE (because Merc's aoe are mostly narrow cones and Spec-Ops have no AoE at all), less Defense (no Force Field Shields) and pathetic heal from Medic (VS Protector Robot). The only thing Spec-Ops have is two very-long-recharge control powers and one melee stun which they rarely use and a Stealth power that servers Zero purpose except for Theme.
Let's just say that Merc with Procs deal "decent" damage. Merc without Procs deal very "below-average" damage and quite frankly, I don't think Primary performances should be balanced with sets in mind. Merc should deal "decent" damage without procs. -
Quote:Exactly. MMs start out very strong because the advantage of MM is:
As far as MMs in CoH go, to stay on topic... I feel that MMs start high but cap lower. They're fairly powerful early on, and at 50 compared to regular builds they're still pretty good. But once you factor in IOs they just become average, since IOs don't do as much for them. I haven't tried any of the new TFs with my MMs, and I'd hate to do the Battle Maiden fight, but for most content I seem to do fine just strolling along with my Necro. The pets die occasionally, but part of the fun of Necro is making ghosts out of your minions. Demons, Thugs, and Bots are even more durable than zombies, so they're even less of a hassle.
Mercs and Ninjas though I can't say many good things about.
1. Spend less endurance on your own (although Stamina is now available early on for other ATs)
2. Pets fight for you. They deal decent damage at lower level and they don't normally die in one hit.
At high level when other ATs start putting set defenses and now Alpha, the advantage of being MM seems to vanish and MMs still suffer from mobility issue (pets get stuck, pets are slower to react, pets aggro when the team tries to run/fly to different spots, etc).
Robot/Thug and maybe Demon have an easier time but Necro/Ninja are just lacking. Ninja is supposed to do the best damage but the Risk VS Reward ratio is way out of line. Being melee has way higher Risk and the Reward is only a tiny bit higher DPS. This Risk and Reward ratio isn't that bad at low levels because things can't just one-shot your pets unless you do it at +4 level and enemies are not as tough. -
Quote:Genin's innate defense is utterly useless. It's only 7% something at lvl 50.Well, I would think the zombies are more survivable, since they have resistances, and after 32 they supposedly have a life drain power. Of course, if they are dying before they can get off the life drain, it can't really help. And genins have innate Defense. The question is, is the Defense stronger than the Resistance, which against the kind of damage zombies are designed to be strong against it really isn't.
Again, though, if you're trying to keep your Tier 1s out of melee because they are getting slaughtered, and they're the Tier 1s in a melee set, you're not getting anywhere. Bots and Thugs the Tier 1s are not melee. Necro and Ninjas they are. Maybe they throw a shuriken or two, but if you're holding your Genin out of melee range, you aren't making use of them except as cannon fodder anyway.
Zombie, while having some resistance, they lack the most important one, LETHAL! Longbows or any gun-related just melt through them like butter. Grave Knight actually has no Lethal and Smashing resistance.Their form of "resistance" is by debuffing with tohit debuff. It really only works against single target but if it's an AV, I rather have my pets stay far so they don't die instantly.
Genins range attack is not bad at all. They have 3 range attacks and 3 melee attacks. In a tough fight, they will contribute more by not dying so often at melee range.
The melee pets are not even good cannon fodders because cannon fodders actually take damage for the team. They die by aoe damage that wasn't even targeting them.
I just think melee pets in general need some serious AoE protection or else it's just too frustrating to play them at high level. -
I have 3 characters that already got alpha slots but I brought out my lvl 50 Merc/Storm MM last night and she couldn't start the story arc. He kept telling me that I should settle things first before talking to him.
I have zero active mission. I have some story arcs that I started but did not complete until the end. I only completed the first part of Patron Arc.
So what exactly did I miss? I also have the Oro exploration badge at the top of the building. That's how I got the power for the Portal.
I've asked around in the game and we couldn't figure out why I couldn't start the arc. Any idea? -
Shatter Armor IS the reason why I respec my Bane and took him out from the shelf. I used to play melee Crab build and I felt Bane was too slow and not doing enough.
Shatter Armor just seems to complete Bane's "purpose" on a team. If Shatter Armor can critical, then Bane's burst damage within 10s could be one of the highest in the game!
In fact, maybe somebody with good math can show how good Bane's attack chain during Build Up duration? You start with Surveillance before you run in and then BU, then Shatter, Shatter Armor, Crowd Control and Pulverize/Shatter again if it's recharge. This is a lot of ST damage!
If I am playing on a team, I sometimes use Surveillance on the first boss and reserve Shatter Armor for the 2nd target (a boss or a lieut). This way I can keep two debuffed. -
Sorry, I was using Shuriken, the ST one. I haven't taken Exploding Shuriken because I am about to respec out all epic powers due to not being able to critical.
Following the critical formula, Exploding Shuiken should have 50% critical chance from Hidden just like Balls of Lightning which my other Stalker has.
I haven't tested with Eye Beam. Can you confirm?
I've tested it by being in Hidden and after Placate. Both result in no critical damage. -
Quote:If the dev added critical to Patron powers, then I expect the same for Epic powers. In i18, there was no critical but I tested it again last night i19 to see if they've added, which they haven't. And because my throwing stars can't critical, I am going to respec again.Eh they're lesser specialized powers. Just like vet rewards which don't crit either under any circumstances (from what I've seen) that's because they're just an off set baring no weight on the character's real specialty.
You think Epic/Patron powers are "lesser"? I certainly don't feel that way. Some of the powers are very good to have including the range attack like Dark Blast. -
I've posted this twice in the Stalker forum but I figure that's the wrong place to post since that's not a Bug forum and the dev seldom goes there.
I just tested it last night with my throwing star from Weapon mastery. Nope. They still cannot critical.
Stalker's patron attacks can critical so I would assume Epic powers should critical as well. Please fix. -
I guess I'll keep reporting until the dev fixes it.
Oni has ZERO knockback powers. He shouldn't take Knockback set. He should take Hold and Immb sets. :P -
Just tested it last night... not sure if the dev cares but I've been reporting it.
If the patron attacks can critical, I don't see why epics can't/shouldn't.
I used throwing stars last night. -
Quote:So I've been playing a low level scrapper recently, which has been a blast. I love the kinetic melee power set animations, and have been teaming with two defenders, a force field bubbler and a sonic bubbler. Both of which, when combined, make me just about invincible.
My question is, which AT is able to provide this kind of protection best and also provide another team oriented role as well?
Some things I've been throwing around in my head that I may be interested in:
Sonic/Electric Defender
Force Field/Electric Defender
Electric/Force Field Corrupter
Electric/Force Field Controller
I know Cold has two shields and is also a pretty decent debuff set, but not sure what I would want to combine it with
Best "protection" also means controlling them so they are not attacking you as much. :P
If you are fighting CoT, the best protection you can ever have is to hold/stun/confuse the Lieut Ghosts so their Chill of Nights don't turn your melee into useless.
But to answer your question, if my melee is defense oriented and it's already high enough, then I would want to look for resistance-based buffs (which is not many). If I am resistance-based melee like Electricity Armor, then I would want Force Field or Cold Domination. -
Quote:Oh I didn't read this part until now. I like this idea. Alpha Slot needs to improve pets more than improving the master. The level shift for tier 1 to become -1 level is very nice.Add the inherent to level shift MM pets as the MM crafts higher level incarnate gear as part of the normal routine. For example, the first MM level shift would be the -2 (tertiary) henchman being turned to -1 henchmen at the end game, the second level shift for the -1 (secondary) henchman to be even combat level to caster, the third level shift would be for the -2 (tertiary) henchman to be even combat level to the caster, and the fourth level shift would be for the big henchman to be +1 to the caster. That would mean that the eventual incarnate MM would have a single level 51 primary pet and the secondary and tertiary pets would be even level to the caster. Each stage could be added as the capping point to 1 of the 10 phases of incarnate progression (ie. the finish of Alpha would only net the MM the shift of the -2 pets to -1).
I can totally imagine once everyone has full Alpha Slots, MMs will be the weakest because the pets don't scale well with set bonuses/alpha slots. Who cares how much your pets can do when they get one-shot so often. -
Quote:Well, one reason I mentioned Ninjas is while the Genins do a lot of damage, Jounin and Oni do more, particularly with you backing up the Oni with Smoke Flash. Lich is somewhat less of a damage dealer, it is more the Tier 1 and 2 in that case.
OTOH, Necro tends to be somewhat more survivable.
Thugs is really the set that is built for it, though, the Enforcers have the majority of the damage, the Punks aren't really that damaging without the Arsonist (who delights in getting his fool self killed) and the Bruiser is likely the most resiliant Tier 3 available. And you can send him into melee while the Enforcers can stand back out of the AoEs.
I guess I need to accept the fact that Necro and Ninja tier 1 pets are basically bad cannon fodders and I should just ignore them and let them die because babysit them is not worth it in tough fights. It costs a lot of endurance, time and just frustrate the hell of me.
Are Necro and Ninja balanced without Tier 1 pets? I don't think zombies survive any better than genins because genins at least have 3 range attacks and sometimes one or two of them would stay at range; whereas zombies tend to go in after the first range puke.
Grave Knights and Jounins don't survive any better in extremely situation either. I know my GK die whenever the final boss uses that lightning aoe attack. The only way for me to deal some damage is for my pets to stand away from aoe radius.
Melee pets just can't handle tough situations. I can't imagine using them in Apex or Tin Mage when the mobs are +4 to me. The frustration will make me hate my MMs. I did take out my Merc/Storm last night for a bit. She is doing alright in regular mission but who doesn't? :P -
Quote:My zombies and knights were one-shot every time they go in and fight the last boss in BSF. It was frustrating. I end up not bother upgrading at all but it kills me that my pets are not my "weapons". They are just cannon fodders that deal pathetic damage when things get really tough. They were not even being "target" by the last boss. They just die whenever there's aoe. I am sure my Necro/Pain has something to do with it because I can't push my tier 1's defense high enough and even with 4 pet unique and World of Pain, the pets still die in one hit.So, when fighting an AV/GM you feel you can't contribute cause they can quickly kill your henchmen? What about your secondary? AV fights are suppose to be tough. They are suppose to require everything your party can scrape together. And the newer ones do a better job of that IMO.
The only pet that survives longer is Lich but that's because he stands far.
Maybe there is a huge discrepancy between Robot/Thug (and maybe Demons?) VS other Primaries. I just don't like Robots. I see them everywhere and it bores me. I feel the melee pets don't have enough survival to be at melee range. The Genins have no business kicking AVs if they can't survive one hit. -
Quote:Blah, I tend to like Necro, Ninja and Merc. heheThe primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.
Yes, I've tried ignoring summoning tier 1 pets but guess what? Tier 1 pets in Necro actually do decent damage especially they have two aoe (not that it's great but it's better than nothing). And Genins provide a lot of damage (probably the most for tier 1 pets but they also die the easiest).
I've tried taking personal attacks on my Necro but it all comes to down this... if I am going to blast myself, I might as well make a Corruptor. I don't mind blasting but at the rate the tier 1 pets are dying, I really have no option unless I I keep resummoning them and costing tons of endurance and precious time that I could have done something better. -
Quote:This is PvE.
So, I've frankenslotted with cheap sets while levelling and finally got myself to level 50 last weekend. My attacks vary from 81% to 92% damage and from 42% to 69% accuracy.
However especially on single targets I'm really just plinking them. Against anything with significant s/l resistance (crey tanks or freakshow are the worst offenders) impale and ripper do less than 100 damage. Against common enemies like longbow and arachnos I'm hitting for low 120s. When lieut's have 860hp+ and bosses 2600+ it's really making me feel like a joke.
with my first i19 respect I grabbed assault (because I team often enough that the leadership powers often get stacked) and that helped a bit. I'm going to get both the endurance/range and the damage alphas this weekend and play with them to see which I like better.
Any recommendation on slotting for spines in general? Should I heavily drop procs into all attacks? Is there a good way to get the achiles heel into a spins/nin build?
That's the price you pay for having Throw Spines and Spine Burst. :P Spines lacks ST damage in exchange for having the best aoe damage for Stalker.
The good news is you still have Assassin Strike to provide decent ST damage.
Lethal resistance can get really annoying. I feel the worst is Malta though. Malta as an enemy group have on average 30%+ lethal resistance? Those robot bosses take forever to kill. -
Quote:I heard about this as well. Hunter's pet can deal quite a bit of damage especially as BM.WoW eventually made changes to hunter pets to allow them to avoid most AoE attacks so they could be useful in raids. Perhaps CoH pets need something similar.
And I would assume high level raid is where the "hard content" is. It makes sense that the pets can't/shouldn't die that easily by an AoE.
They can start by reducing the damage pets take from all the blue flame in Apex. I can understand when the master gets instantly killed if he doesn't dodged in time but goto the pets can be slow and I am not so sure about constantly team teleporting. For team tp to work, your pets need to be pretty close to you but if you are Necro or Ninja, some of the pets may spread out and it's not like they survive long at closer range against Battle Maiden anyway. The whole fight will just be too frustrating unless I have friends who can take aggro and do good range damage for me (while I try to resummon and upgrade). Of course things seem fine when other people are doing the work for you. :P I actually have conscience when I play games. When I know I am not contributing much, I feel guilty.