Linea_Alba

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  1. I like CoF on brutes, it'll fear lts for the brute, or at least it did last time I played it on a brute (many issues ago). I don't know why it's lower mag on a scrapper.

    On the scrapper I'd either go OG, or just use my slots somewhere else altogether.

    One slotted, COF isn't very useful.

    Steal a slot for chance of +endurance in Dark Regen may be useful.

    I'm thinking This is also a perfect example of a build where I'd probably suck it up and just buy the PvP Defense IO, free up all kinds of room in the build for other things.
  2. Gavin: Primarily you want Chron-Shift as close to 90 seconds as possible. Other considerations are minimal redraw, endurance management, defensive synergy, and offense.

    Knctrnl: I personally cringe at using Time with any APP other than one with PB or PBU. But I'll admit, my third choice would be scorpion shield.

    As a Defender:
    • PBU + Farsight + GI + Maneuvers = Standard Softcap of the entire team, including self.
    • Clarion Radial T4 + Farsight + GI + Maneuvers = Incarnate Softcap of the entire team, including self.

    On the postive side, As a Corruptor, i can still softcap using a PvP IO, and can almost softcap without it. I may or may not be able to do the Incarnate Softcap of the entire team with Clarion Radial T4. I'll have to check all the numbers and check a spreadsheet for the Corruptor versions.

    On the negative side, as a Corruptor, my type of build will almost certainly cost you 1 pvp defense IO, or 2.5 to 4.5 billion more than the defender version. It's that cost, or being happy with being very near to the soft-cap. If you don't have the cash, and aren't willing to let the -tohit make up the 3 or 4% difference, then the SLE version may start looking more attractive. Personally, I'd probably just let the -to-hit make up the difference, then buy the PvP much later using A-Merits or Empyrians if I still felt like I needed it once I tested the -to-hit in-combat with all my other mitigation powers fully built and slotted at level 50.

    Please also note, endurance burn on Time is high, and endurance burn on Fire Blast is high. This means your build without some type of endurance management will be much more difficult to solo than average. IE, I built for lesser endurance burn, and I added in endurance management, and I sill rarely toggle drop. Were I fire blast, that rare toggle drop would happen more often. If I were Fire blast without endurance management, I'd be toggle dropping annoyingly often.

    Something like the following, but adding a PvP Defense IO later to seal up all the defenses. Without the PvP, you are FCEN soft-capped with PB+FS*. Melee SL is ~2.5 defense short.

    If we ever get the 3 bonus slots for i22, then I'd say swap flare for tactics, 6 slot guassians, and you just sealed all your defenses. Use the other two slots for procs, recharge, or set bonuses. But that's going to be at least i22 before it happens.

    Prior to i22, you could do the same with a PvP Defense IO.

    *It's difficult to show correct defense numbers in mids when using PB, PBU, or Clarion Radials. These powers boost click powers for the duration of the click, but only boost toggle powers for the very short duration of the boost portion of the PB, PBU, Clarion, typically 10 seconds.

    Alpha 1 variant using Fire Blast. (That means I could probably build it even better if I had enough time or interest.)
    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!


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  3. Linea_Alba

    Cebr

    Quote:
    Originally Posted by Granite Agent View Post
    I need to figure out what exp-leveling mishes to use for my SS/FA and a newbie toon (hello Titan Weapons). The "FIRE!" chain of ambushes sounds like it's been pretty nerfed. 70% nerf you say? So it's only giving 30% of the exp now? Ugh. Maybe it's time to back to Battle for TV?
    No, you misunderstood. It's 70% returns now (assuming optimal use of non-ambush and ambush mobs, I'd guess 3 to 4 ambushes instead of 6 in the maps I've seen), or -30%. But We've been nerfed twice. So it's .7x * .7x , or roughly half the returns of the original. Call it 10 or 12 hours (Estimated) instead of 5. Since I was using leveling pacts, that means 20 to 25 hours per pair vs 10 to 12, if pacts ever get turned back on.

    Honestly, Fire Farming shouldn't even be grazed by the changes, just use patrols over ambushes, at worst you'll be looking at 1-50 in 5 hours instead of the 2.2 hours prior the the nerfs. (Again, an estimate)

    I did do some CEBR with one of my defenders recently, and it was still stupidly fast, even with the totally non-optimal defender. I got her to mid 20's and SO/Generic IOs, in an afternoon, which was more than sufficiently fast for me. Ran TFs, SSAs, then ITFs after that. She was 50 in no-time. 15 to 20 hours Total. A pure CEBR should beat that easily, and a SS/FA power-leveler should be able to Foot-Stomp that into the ground hard.
  4. Short format with a data chunk is much easier to read and work with.

    You probably want to look at using PB or PBU with Farsight, that means Power or Soul APP.

    There are some Time builds in my archives.
  5. Post a data chunk, the post will not import correctly.

    There's nothing wrong with recharge, but if the build is recharge at all costs, sometimes those costs are simply too high.
  6. I prefer Huntsman, I took mine mixed ranged/mace.
  7. I like Traps and Time, but for purely solo play, I would keep both as defender. For corruptor I'd do TIme and use the -to-hit to pad the defense numbers.

    For Defenders
    Traps/ with Dark, Ice, or Fire
    Time/ with Fire, DP, Ice, or Rad

    For Corruptors
    Fire/Rad
    Fire/Dark
    Fire/Storm
    Ice/Cold
    Fire/Kin

    And many others. It's not the AT, nor even the primary or secondary, it's (the build as a whole, the playstyle, and the player) that matter.
  8. Working on getting clarion now. Time/DP I can already stand in the middle of a +4 Incarnate spawn for 2 minutes and live. I just have to eat a couple of BFs to pull it off, along with Force of Nature. I would likely be taking too much damage for the moderate heals in Chrono and Temporal Mending vs +4s without FoN. However, once I get my +3 level shifts and Clarion, I don't expect I'll be needing FoN nor BFs to do the same thing. I may or may not need to use chem ammo to stack the -damage for pseudo-resistance at that point.
  9. Quote:
    i want a set that can do everything, thats my question so to speak, that can solo mobs fine, got good damage and mitigation, the has no end problems, can solo av's and gm's and hold his own on solo content aswell as teams.
    They haven't released uber/godmode yet, check back after issue 66 and two thirds.

    It seems like you want both the best offense and the best defense. You don't typically get the absolute best of both in the same package. If you want an intersection of both good offense and good defense, then you either have to define best intersection, or you have to decide a preference for which one is slightly more important than the other. I erred on the side of survivability and ease of play.

    If you are anything other than the two extremes mentioned later below, then you probably want Katana/Willpower. But you will need at least some IOs for at least some moderate recharge and -resistance. Kat/Wp is good on SOs. It's good leveling. It's good on moderate IOS. Eventually you can build it up with a moderately priced moderate IO build to be capable of taking down a good selection of AVs, though not all AVs, and certainly not All AVs at +4. I expect there are plenty of +4 AVs that can't be taken down solo even with Lore Pets, but the Lore Pets do make most, if not all Avs doable at +0, even on squishies.

    There are many other combinations that will fill most of your needs as well, but we would need to have some information about how you play, what kind of budget you have, if you're looking at mostly SO, Generic IO, Moderate IO, Advanced IO, or Extreme IO builds. DM/Shield, DM/Inv, Claws/SR .... lotsa combinations.

    If you're SO Only, then you may want Sword/Regen, but Sword/Willpower would be my next pick at least defensively. Regen was king beore IOs and before WP. WP on SOs is pretty equivalent to Regen. Sword typically means Katana, but Broadsword works almost as well. Please be aware few combinations solo AVs on SO only without incarnates. You may in-fact want to look at Claws/SR if you're SO only without incarntes and interested in AVs. As I recall, Claws/SR was the original AV killer back on SOs. But you'll also want to talk to people with better memories than mine if you're stuck on SOs.

    If you have an unlimited budget, multiple purple sets combined with multiple pvp sets don't even make you blink, then you may want regen. Honestly, I think 3 out of 4 high level players still pick something other than regen to spend their money on. While regen at that level may be able to stand in Battle Maiden's damage patches and laugh, I can also build 3 or 4 willpowers that are 80% to 90% as effective for the same price tag. They won't be able to laugh at Battle Maiden, but they may well survive other challenges that the regen can't, and laugh all the way to the bank while doing it.

    Note: I do not recall if any Scrappers can currently solo high level GMs without Reactive and/or Lore (But then Iggy or Nihilli probably have). I could be mistaken, but as I recall high level GMs regenerate ~350 hps, and I don't recall any scrappers that have hit ~350 dps without Reactive/Lore (I'd have to go check the pylon thread and double check the regen on GMs.). DM/Shield with Reactive and an Envenomed Dagger would likely be your best choice for that.
  10. DP is better than half the sets out there.
    DP is worse than half the sets out there.
    DP without the mini-nuke is even lower on the list.

    Fire Blast (the set) is broken, almost nothing compares, but it also pays for that in endurance costs.
  11. Quote:
    I'm guessing Linea toggles Farsight on in Mids. 45% - 32.7% = 12.3%, which is the boost PB will give to defender Farsight out of the box.
    Correct.

    I was pseudo-soft capped vs +1 on SO at such an early level it's just not funny. Granted, I built for defense first, offense second. I'm still on a mostly SO build and I'm perma-soft-cap + debuffs at 50. Defensively it's nice, I don't even carry that many BFs, since defense is so high. However, I'm really gonna miss Rebirth. I also miss the -regen. I really feel Traps is the better offensive set, but Time is going to support the team better while still being very much an offender.

    I took DP, for concept reasons, and because I was looking at endurance profiles and DPE. Honestly, I just can't afford the endurance burn Fire Blast would cost me, at least not yet. If you go Fire Blast, you will really need to look hard at Cardiac, Vigor, Base Empowerments, or the like, as well as the accolades. I don't have any alpha or accolades yet.

    Also, my in-game defense numbers are a tad higher than I had expected, I'm almost wondering if PBU boosts defense more than what mids reports. Mids did have the cast time of one of the PB PBU powers wrong, so I'm wondering about the rest of the numbers, or maybe I just enhanced better than expected while still on SOs and Generics.

    I definitely prefer the power progression for Time as a Defender. There's some serious congestion in the 30's on the Corruptor version, and I like what I can do malfactored better from a support standpoint.

    My number one gripe is that defender Rain of Fire is "fixed" while the Corruptor version is not. At least they "unfixed" Fire Blast (the power) for Defenders.
  12. Linea_Alba

    Huntsman Build?

    More builds than you can shake a stick at in the archives link in my sig.
  13. The standard damage chain for high recharge katana is GC->SD->GC->GD
    Taking the -resistance proc out of gamblers cut is a huge hit to offensive performance, something in the neighborhood of 30 dps.
    I would never take the res proc out of GC. If you HAVE to take one out, take the one in GD, that's a smaller performance hit.
  14. I slotted Heal/Recharge, Heal/Recharge, Endmod/Recharge, Endmod/Recharge.
  15. *IF* your recharge is high enough to eliminate, or nearly eliminate, the gap, the all melee chain can top out around 230. A high end NW can edge up to about 260, but is typically closer to 240.

    The same build with more reasonable and accessible recharge levels puts the melee chain near 195 and the hybrid chain near 185.

    Aka: The hybrid fort chain should be about 90-95% of the pure melee fort chain that should in turn be about 90-95% of the pure melee nw chain.

    Reactive can add ~40 dps to that, Lore another 280.

    All variable widely by build of course. On the low end, a typical ranged fort will fall in the 95 to 135 range.

    If you want more precise than that you'll have to provide or use a specific build. You can download the spreadsheets I use from:
    http://dl.dropbox.com/u/15076020/Cha...emplate%29.xls (Instructions not included)
  16. You may want to look at : http://boards.cityofheroes.com/showthread.php?t=260718
    and the accompanying builds and discussions. Each should be easily adaptable to brute.
    The better more refined builds are toward the end of the thread. There are a few more affordable builds near the middle.

    The major themes are soft-cap or near-softcap Melee with 1 DA, and 32.5 or near 32.5 Ranged/AoE, and all the accompanying offense and perks, 32.5 being 1 small purple from the soft-cap. With the brute you add Darkest Night instead of Shadow Meld.

    Sample Brute, higher defense and ST focused

    Click this DataLink to open the build!

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    Sample Brute, near-softcap defense with more AoE performance by adding Flashing Steel.

    Click this DataLink to open the build!

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  17. I use: (Optional Swipe)->Strike->Followup->Lunge->(Optional Dominate)

    When recharge is low, I use all 5. When I want control I use the top 3 or 4. When recharge is high enough, I use the melee 4, only.

    Redraw is the main problem, but without another optimal claw attack, it fills the gap, and I'd hate to build without dominate, it's just too useful. If you wanted purely optimal damage, you might put Poison Dart in the gap, and prevent redraw. With Enough recharge the gap is very small, and better off just waiting it out, and you end up with 90% to 95% of the offense of the NW. Gloom is a bad idea, due to redraw, but might be better dps-wise than dominate. But again, I like dominate.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  18. PB/PBU boost click powers for the duration of the click power. for Far Sight, that's 120 seconds.
    They boost toggle powers for the duration of PB/PBU, that's 10 to 15 seconds.

    That in turn means you have to do a little math to know of if you're soft-capped or not in mids.


    This is what I'm currently looking at for an affordable build. Affordable to me means minimal purples and No PvPIOs. I'll only purple or PvPIO a very small number of builds.

    There's also a soul version in my archives in my sig.

    32.7 is mids-cap if PBU is used to enhance Far Sight. That's how I do the math (45 - PBUFS + FS) equals what I want mids to read when FS is on in mids, but pub isn't on in mids. That gives the correct defense for all the other non-click defense powers, and there are more of them. Ignore the paragraph if it's confusing.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  19. Linea_Alba

    Melee Crab?

    The average crab should get more mileage out of a vectored build.

    You may want to look at: http://boards.cityofheroes.com/showp...7&postcount=21
  20. No Fireball ?
    Mixed Vectored and Typed Defense ?
    No hold proc in the hold field ?

    You may want to look at PB or PBU to work in tandem with Farsight, freeing up a considerable number of sets to be used for offense or recharge instead of defense.
  21. Linea_Alba

    Cebr

    Meh, 70% of really fast, is still really fast. Sure, that's gonna be 1/2 the speed of the original, since the last nerf was a 70% nerf, but it will still be very fast. SS/Fire vs 54s will be better, but CEBR shouldn't be that far behind, and it's more casual friendly.

    Change the maps to 3 or 4 ambushes plus patrols and call it a day.
  22. If possible you want to cap SL or Melee /EN or Ranged/FC or AoE with one DA, otherwise 2, DA. I chose 2 DA with ENFC capped and no PvP IO. With the PvP IO I can rearrange the IOs and cap MENFC with one DA. You'll typically want to prioritze SLM or SLEM first, followed by ENR and FCA last.

    I found I prefered Vengeance over Shadow Meld, due to teaming so much. However, I have the Shadowmeld variant as well as the variants with PvP IOs that cap defense more easily in my archives in my sig, if you have a desire to browse through them.

    I'd recommend
    Spiritual for the Healing, or one of the upcoming alphas.
    Rebirth +Regen or Barrier, I prefer Rebirth
    Void -Damage Judgement
    Reactive +Dot Interface
    Various Lore, I prefer Cimmies, Warworks, and Clockwork.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!



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  23. It may be that the problem isn't the set, but the build and tactics.

    For the build, I'd go something like the following with either MU for SLE resist, or Power for Force of Nature Tier 9.
    Edit: Scratch Burnout.

    You may, or may not, also get more mileage from a Dark/Dark, with the immobilize keeping your toggle from running.

    Defensively you'll be just shy of the soft-cap with a small luck. Medium luck will soft-cap you, large luck Incarnate cap. Vengeance will also incarnate-cap you. Just make sure someone else dies first, then go crazy. With soft-cap backed by resists to SLEN and massive healing you should be very very difficult to take down. All of that before your debuffs. Add the debuffs and the trial should be come trivial.

    As for tactics, that can vary, but generally speaking I'd open with Fearsome stare -tohit slotted, followed by DN and TT (if it's a dark/dark). That opening will vary from mob to mob, play style to playstyle. Take on some harder missions solo until you find what's most efficient for you.

    For herding or pulling I'd open with DN while moving backwards so that it hits after I'm out of range, then drop a Tar PAtch and pull the targets into it. After they clump up nice and cozy in the Tar Patch I hit them with Fearsome Stare -tohit slotted, and TT (if dark/dark). If you're not Dark/DArk, then instead of TT you just start blasting.

    If you go Dark/Dark I'd say fight +2x8 no bosses. If you go Dark/Sonic, I'd say go +3x4 or +4x2 with bosses. For Dark Blast, you want hordes of easy targets, for Sonic Blast you want less hordes and more hard targets. Other blast sets vary as well, you'll want to match your difficulty to not just the primary, but also the secondary.

    You should be able to adapt the below build to which ever blast set and patron/APP you like.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  24. Linea_Alba

    ??/Traps

    Of the three you mentioned, I have to say RAD as well, for the already stated reasons.

    In addition, Dark/Traps makes a nice tank, and Fire/Traps should be a fairly obvious offensive choice.
  25. Linea_Alba

    Cebr

    It was my understanding that you could purchase a 30 day MA license for ~$2-$3, and a 30 day IO license for the same. ~$5 - $6 for both, which would be considerably less than the subscription rate.

    Also, while I can neither confirm nor deny, It is my understanding that only the 400 to 550 pp you get as a stipend per month counts towards your rewards, aka 3 months subscription = 1 token, not 3. I could be mistaken.