Kractis_Sky

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  1. Weave and combat jump slotting is wrong to me. You have LotG recharges and not +def and +def/7.5% global recharge, or is LotG - recharge speed how its listed in Mid's. I dont use it.
  2. I agree with the above comments. Briefly going over melee sets a couple of ranged and the def sets with +rez (Red fort, Shieldwall, Gift of the Anch), at best you'll get about 2.25% to a particular combo per set (and thats Shieldwall). In midst of a volatile mechanic like scaling resists, I dont think its worth it at all. That's like worring about the 2% dam buff from Red fortune on top of Agains All Odds: is it there? Yes. Is it really making an observable difference to build around? No, there are better ways.
  3. New Dawn said it right. Moreover, the trust of this topic is poor (I do understand you wanting advice), and after reading the results it has just reenforced the imparative of "play what you like." But building something you dont like and trying to force yourself to play it is bad especially in a *game.* Otherwise you'll be doomed to playing something that may be "superior" by some measure but will just be heck for you to play/have fun with. Much of tanking is picking a tank that you enjoy so that if there is anything to be learned, it wont be a chore doing so. I have Stone/DM and Inv/DM and WP/stone - the stone/dm blows everything away with survivability, but he's so techincal that way he's not really that *fun.* Inv/DM and WP/stone, while not as tough, are way tough enough.

    Just tank.
  4. I dont know that slow/-rech secondaries bode well with fury (no ice in brutes). *If* this set would ever come into fruition, I'd invision the range of attack to be better than typical melee, maybe at the cost of slower strikes, in turn off set with more AoE knockdown/back. Add in some +def and +dam resist to taste.

    I do like it btw.

    To Leo G. - Interesting, reminds me of my SM/Fire brute - Meteor Hammer
  5. Kractis_Sky

    Assault

    I think there are 2 big draws for it (both of which stem from ease of use):

    1. With inherent fitness, it's a power pick that doesnt need convoluted slotting just end.
    2. It's a flat 10.5% bonus - easy to calculate, easy to observe, works with all builds.

    There are better options to be considered to be sure, but they require careful considerations and often rebuilds (partial or complete) - it's icing, great icing, but icing.
  6. I agree that they would reconsider how long the "finishing moves" are. That's what they seem, to me: finishing moves. They take so long to animate I get the feeling that I need to consider what I actually want to make my big PS#5+ attack because by the time its finished I have to build up my momentum again. Alternate pool powers seem to have better options that just dont contribute to PS. It's probably not as bad as it sounds but I really dont get much out of using more than one of the upper teir powers back-to-back. I dont like repulsing torrent - I use Body Mastery's Energy torrent. I personally only use the range attacks to snag a runner. I'm usually not lucky enough to have PS at five for a runner. Burst seems "ok."
  7. I like Energy torrent for the Force Feedback proc. I dont like the cone as much as fireball, but prior to i19 my FM/SD didnt have fitness. I'm still considering my options and actually kinda like torrents effects and animation. Hopefully alt animations come soon (tm).
  8. I dont know how much sense it really made, but I slotted Spirit Tree to get perma Soul Drain. Then went back to toggles and other powers and made sure to make them light on rech IO's and moved out a slot from hasten (after I do the math maybe 2). The heal helps, too as Syntax42 states. I also am expirementing from the muscular branch for the Radial Core bonuses (obiouly I dont have it but a lot of the bonuses seem to complement).
  9. I prefer my busses filled with concrete and my nuns deisel powered, but I digress.

    As others have stated: scrappers, IMO, but I thought CS on a stalker also had a chance to instantly recharge "build up?"
  10. May not be that big of an issue for you then. Your post states "my latest toon to go to 50 is..." Personally, I dont care much about IO sets untill 50. Sure, I'll get the uniques and other "level indepenent" IO's asap, but I'll only concentrate on the fully matured build until 50- so start doing the alignment merits then. You can only do 5 missions a day and with that build that wont take long at all. Do one or two while you compile your team, and make a hero merit team or w/e. You can have fun building your toon the old fashoned way.

    Also, if your running mission archs, you likely have some regular merits. Use the random recipe option around lvl 30+ (the recipe lvl will actually be at least your level or as high as possible if your 50) when you're able to then sell what you dont need. You still will likely get some good drops. Work the system- at least a little.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    It's probably 122.5% before hasten, which is about what my Warshade runs. At that point, hasten is permanent, so you add 70%.
    a-yep! Sorry for a mis-leading post.

    (Side note: Armaggedon in Soul Drain.)
  12. This is the one of two big things that really sets my DM/SR apart from my DM/SD: 192.5% global recharge with 1900 hp - *perma Soul Drain* (both have capped DDR)
  13. DM/INV or DM/SR; DM or Fire /Shield are great especially if you can work defense in with IO's with INV (I like DM, too)

    Katana/willpower jumps out as something you would like

    I'll let others chime in on their favs, but those jump out at me and the ones I like.

    Oh, and Welcome Back!
  14. I've never known Serrate to give false info. And on my Stone/DM tank the 6% from all the 4 slotted numinas doesnt go to max hp or rooted, only Earth's embrace and Siphon Life. The 12% helps rooted and 1.88% goes to hp
  15. I dont have a lot of experience with claws and I'm sure BillZ will soon have something more insightful to say, but untill that happens heres my 2 cents. I'd go spirit 1st and possibly muscle. Spirit first to get tools, esp follow up, up as fast as possible which will contribute to overall performance (this is what I did with dual blades and DM - perma-soul drain with armaggeddon) as well as boost your heals. Muscle has some nice secondary effects with de-buffs that would complement the claws and running for SR. Cardiac is out IMO, because u state no end probs and you wont benefit from the rez much or the other secondary effects (maybe range). Nerve? well, do you need more acc with follow-up stacking more predictably (hopefully) from Spirit? And again, secondary effects dont seem to fit.
  16. Kractis_Sky

    KM/Regen okay?

    /Regen's clickiness also makes the Power Siphon mechanic difficult, too. Time clicking a heal is time not hitting a target and contributing to power-up. Pitty "active mitigation" isn't rewarded more.
  17. Kractis_Sky

    Farming Scrapper

    http://boards.cityofheroes.com/showthread.php?t=242606

    Thats the address for a thread in scrapper forums that seemed to have some solid builds. More help than that: build a toon with Mids Hero Designer (google it), post it, and peeps will critique it.
  18. Kractis_Sky

    Farming Scrapper

    I agree with the fire/sd as well. I'm trying really hard to get into an elec/shield, but I just cant. I find the animations just boring. Yes, I know LR is awsome, but still I can get into the rest of the set. I bring this up because, if anything, a farmer is a toon that you have to have fun playing for hours and hours and hours....
  19. Quote:
    Originally Posted by Kron View Post
    Kractis any tips on a Kinetic/SR build? Just rolled one last night (do not worry about end game tips)
    Not a full mids or anything just things to avoid or that I should get (tough, hasten etc).

    The only secondaries I have been able to work with on scrappers/brutes so far are WP and Regen. I feel I'm missing something on auras and SR. Probably need to look at Inv. Shield is my tank char, and soon a broadsword/shield theme for a scrapper.
    Sorry I didnt get back to you till today.

    DSorrow is correct. Usually with /SR I will build around strengths of the set first, which are easy to achieve: 95% DDR (at least 3 slots in each passive), Soft-capped defense (all powers except the tier 9 - unless you really want it for high acc things like quartz, Rularuu, etc - add in tough with steadfast uniqe, weave and now I find myself picking leadership pool instead of combat jumping now that fitness is inherent), after that build to taste. Personally, I still try for high recharge builds ~180% or so for perma-hasten, LotG sets or Shield wall to push hp and regen (if you get hit ). KM is very single target oriented, IMO so my style was to use the recharge to make Power Siphon up as often as possible, which isnt hard because of the modified crit mechanic for Consentrated Strike - paring it with /SR was more thematic than anything. With SR, you pretty much can wade into anything and start attacking whatever you want. The lack of a damge aura helps you not draw too much flack, so you're free to wail away. /SR is good with a self heal (like Siphon Life from DM) but it would be hard to squeez in Aid Self with KM. KM/SR, just think of a huge war where you ignore all the fluff of typical minion battles and look for the key targets, lock eyes, and attack.

    Cons: Takes a while to build up power, especially true on a steam-rolling team and the animation on CS. Teamed, I was reminded of trying to build fury on an EM/ brute- fun but often my target was killed part way through animation. Solo it's fun, great for bags-of-hp targets, but honestly I dont find that I play it as much as my other toons. Mostly I think I'm put off by the duration of the upper tier power animations and that my main is DM/SR.
  20. /Shields is never a bad pairing, with AAO you get extra damage and SC gives you some AoE that isn't really strong in KM, but would make you a strong single target contender - probably second only to dm/sd if enough foes in place to fuel your enemy dependant buffs (AAO and Soul Drain). It does have a drawback of interfering with KM's animations (gotta hold a shield). I dont like it. I have km/sr for a Kung-fu'y guy. /Invuln is good because the secondary of -dam on the enemy goes well with the resists. Same with /wp. /Fire would be interesting for a dual damage buff that is baddy independant. Actually, KM is well enough rounded it would be more personal preferrence. Always pick what you want to play. Having the uber-build that sits there racking up days off sucks.
  21. Kractis_Sky

    Super Strength

    In the "what powers do you want alternate animations for" thread by Castle, someone commented that grav trollers could sommon cars from thin air, so why couldnt a ss hurl pull out a street light from the ground. I'd dig it.
  22. Forgive my ignorance, but if these ideas were to be implemented, how much computer power would be taken up by increasing the complexity of AI. I'd immagine it's one thing to adjust buff/de-buff numbers but increasingly complex behavior is likely another and with GR's Ultra-mode (yes I understand you could balance performance vs graphics) a lot of machines may not be able to run it. Or is this another limitation of the current COH engine?
  23. Yep, that was it. Reminded me of a Predator movie watching them fade back into the background with their targeting drones. And I agree, I love seeing new enemies with new powers requiring new stratagies.
  24. Maybe it was just me, but I think some of these tactics are being used by "The Resistance." They seem to use the leadership pool* and Devices from blaster secondary very effectively. Try approaching them with the difficulty up to at least +2**. If they would throw a special-ops lieut or minion that would launch pre-emptive strikes from group hide using their +acc/+to-hit to see us coming from afar... wow (blaster primary with hide/assassin's strike as part of a secondary). Even setting traps like mines and stuff. We've already seen what vanguard and longbow can do.

    *does leadership for enemies have the same benefits it has for us (resist taunt, etc)?

    **I *try* to make a point of experimenting with the difficulty slider with new content. It's crazy to see how powerful some enemies get.
  25. I have a KM/SR and like INV as a secondary very much. Havent put the two together yet. Search for CallMeAwsome in the tank forums and read his sigs with reguard to invuln and the soft-cap. It's expensive now-a-days. I dont know if it would be necessary, but the insights are sound. I really like KM. I personally believe that an understated secondary effect (like claws being light on end) is that KM can perform really well from a damage standpoint once all its key powers are slotted and minimal further investment* (that would be all except Repulsing torrent and confront, but only using the first 3 melee attacks and concentrated strike in an attack chain). Add aid self and you kill AV's.

    *This is actually something I would like to see studied. Hypothesis: Kinetic Melee because of its mechanics, at lvl50 with standard SOs or IOs, benefits less from IOsets that directly buff damage, recharge, etc. than its competitors. It would actually make the more sense to slot KM with set bonuses that don't buff the primary because the result would be so marginal.

    Edit: I guess it dosent need to be studied. The idea is that since Power Siphon recharges so well on its own and that is the way to boost power, a good way to increase performance is to use +recharge to more predictably get it to recharge and balance that with your ideas of how to use invlun's survival strengths