Muon_Neutrino

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  1. I absolutely can't wait for doms to get illusion. I've already got a secondary, concept, name, and costume picked out. As far as being overpowered, I wouldn't really think so. Given that there are already some primaries that are capable of holding AVs through the triangles with enough recharge, I hardly think that illusion being able to tank those AVs with PA would be any worse. It would be better against PToD EBs on SOs than other primaries, of course, but frankly that's more of a long-overdue fix than a problem.

    Illusion/energy will be so sweet..... I totally can't wait.
  2. Muon_Neutrino

    Rad Emission

    Both ice and rad blast are pretty good secondaries. They both have pretty good AoE for defenders, a mez effect or two, and decent ST damage (albeit the third ST attack comes late in each set). Keep in mind that not only is blizzard on the blaster scales, so is ice storm. Both sets would work just fine, I think I might be tempted to go ice, though, since the slow effects might help with that scattering issue. Just make sure you take your attacks, whichever secondary you pick. Rad has a couple of easily skippable powers in choking cloud and fallout, so you should have the room to take a goodly chunk of your secondary.
  3. Regarding the accuracy issue, part of it is likely indeed your level. If you're playing on teams, they've probably got the difficulty cranked up - are you fighting a lot of red and purple enemies? Those colors denote higher level or rank foes, which can be harder to hit. For solo, try talking to the hero corps representative and making sure you're set to fight only even level enemies.

    This issue will be at least partially resolved shortly, however. At level 22 you can begin to slot single origin enhancements (aka SOs), which are much stronger than the dual origins you're probably using right now (you can buy SOs in talos island). A pair of single origin accuracy SOs in each attack will be enough to ensure good hit chances against up to +2 level foes without much trouble, as long as there aren't any defense buffs or accuracy debuffs going on.

    Also, keep in mind that aim and build up (which are called psychic focus and concentration in these sets, but are the same otherwise) both give a bonus to your chance to hit when you use them. They only last 10 seconds each, but that's plenty of time to toss off an AoE or two or a volley of single target attacks, and if you only use of of them each time, they should be up relatively frequently. These powers also give pretty significant damage bonuses, so they're staple powers for most blasters. If you don't have them already, do consider picking them up at some point and giving them a couple of SO recharges each.

    In terms of enemies resisting your damage rather than you simply missing, that's just a fact of life. Everyone runs into *somebody* who resists their type of damage once in a while. Enemies that resist psi damage are only moderately common, but the things that do resist it tend to resist it a lot, so it can sometimes be annoying. The most common culprits are robots (other than clockwork). The best weapon you have against resistant foes is telekinetic blast, since it does a goodly chunk of smashing damage as well as psi.

    In terms of enemies resisting your special effects, keep in mind that, other than subdue, your blasts don't have 100% chances for these effects to occur. TK blast only has a 60% chance for knockback, and will domination only has an 80% chance to sleep. Additionally, while knockback resistance is uncommon, boss, elite boss, and archvillain class enemies get additional protection against mez effects such as sleep and immobilize. In general, it'll take two or more applications to affect these foes. Also, if a controller on your team uses certain mez powers against foes, those foes will often be rendered immune to knockback for a short time (this is meant to represent the fact that, if your opponent is encased in stone (for example), it's kinda hard to knock him flying).

    Mostly, just hang in there, it gets better once you can slot SOs. The mid teens to early 20s are a bit of a slow patch for many characters.
  4. Quote:
    Originally Posted by Its_Me_Matt View Post
    Some people don't use set bonuses, some people can't even afford them due to limited playing. SOs are cheaper. My uncles Willpower/fire scrapper can tank better than my willpower/fire tanker. He's SO'd, I'm fully IOS out. With all those neat procs and purples.


    Thanks for the negative Rep there MN
    Wait, what? I wasn't talking about set bonuses, that was the entire point of my post. I think something got lost in translation here, I wasn't trying to insult anyone or anything. Just putting some info out there in case you weren't aware of it.

    And I didn't give you any rep, negative or otherwise. If you got negative rep, it wasn't from me. Besides, since my rep is turned off any rep I left someone would show up as neutral, not negative or positive, no matter which type I left. I think the rep system is silly, and I don't really use it anyway.
  5. Hmm, going through it AT by AT, it turns out I want a rather lot of proliferations. Oh well...

    Controllers: Dark miasma as a secondary, just because it would be oh so deliciously overpowered. Not gonna happen since they're likely to raid dark miasma for powers for dark control, but whatever.

    Blasters: Natural manipulation (MA attacks, /energy style self buffs), and some sort of sword wielding secondary would both be nice.

    Defenders: Fire blast and thermal, please. Mostly just fire blast, though, to be honest. It's not like most defenders actually *need* the debuffs from the blast sets anyway.

    Scrappers: Ahh, so many. SS, stone melee, energy melee, mace & axe, ice melee, ice armor, ninjitsu, energy armor... basically, every melee and armor (bar stone, which I think looks fugly) set they don't already have (well, maybe not ice armor, I have a feeling it'd end up pretty darn squishy on scrappers). Scrappers are my favorite melee AT, but they're missing most of my favorite melee and one of my favorite armor powersets, which makes me sad. And I reallllllly realllllly want to be able to make a /nin scrapper so that I don't have to keep trying to make SR work for me.

    Tankers: broadsword, claws, spines, energy aura, super reflexes. An ice/spines would be absolutely sick fun, and tanker mods would make EA and SR much better. SR probably won't happen, though - tanker SR plus combat jumping would be at 44.5% def on SOs alone! If it's ever proliferated, the defense will probably go down and something else (+HP, res, etc) be added to compensate.

    Brutes: none. I prefer scrappers anyway (can't stand chasing a fury bar), so if scrappers get all the proliferations I want, I wouldn't really care what brutes got.

    Corruptors: psychic blast, poison. They already have most of my favorite blast and support sets, thankfully. Just make sure that they get the defender version of psy, please, I prefer my blast sets intact.

    Stalkers: Again, rather play a scrapper (much looser builds), so I don't really care so long as scrappers get what I'm looking for.

    MM: rad. Just rad, please, and then MMs can go TAKE OVER THE WORLD MUHAHAHAHAHAHA! The thought of a bots/rad just makes me shudder.

    Doms: Ah, yes, my other favorite AT. Illusion control please, and then one or more of some sort of non-elemental-themed attack sets (some combination of blade attacks, unarmed melee attacks, thrown weapon attacks, etc). Also, whip/chain assault, please. We have the tech now, we can do that. The ability to have your dominator tie up your foe with living vines and then smack them around with a spiked chain is sadly overdue.
  6. As has been mentioned, brutes did have ice armor at one point, but it was removed. However, I have heard it said that at that point, fury actually required you to be *hit*, not just attacked, so ice armor would have been a double whammy in that regard between the defense and slows.

    Nowadays, though, given brutes' posession of dark armor and stone melee - aka two sets which get large amounts of mitigation from mezzing foes and flat-out preventing them from attacking - I personally don't think that the previous argument against ice armor holds much water. If it were really that bad, then brutes wouldn't get dark armor and stone melee either. As long as you can take an alpha on the way in and at least a few other shots during the fight, you aren't in *that* bad of shape for fury.

    The other one of these I know something about is dark blast for blasters. I'll quote a post I made in the controller forum regarding controllers potentially getting dark miasma:

    Quote:
    Originally Posted by Muon_Neutrino View Post
    It was something Synapse (I think) said, about how all of the various dark-themed sets were interrelated and they needed to think carefully about how best to do it. I'll see if I can find the post.

    Edit: Ah, it was actually Sunstorm. Post: http://boards.cityofheroes.com/showt...63#post1311463

    Basically, dark miasma being ported to controllers is problematic because dark miasma, dark control, dark assault, dark blast, and dark manipulation (all of which they apparently hope to do eventually) would all be mixing and matching from a similar pool of powers, and you need to avoid overlap. Dark blast would need to avoid overlap with dark manipulation, which would share a lot of powers with dark assault, which would need to mesh with dark control, which would need to avoid duplicating stuff from dark miasma, which is already set up to avoid duplications with dark blast. That sounds like a thorny task.
    All the dark sets in CoH are interrelated, and they're not really going to be able to port any of them until they plan out how to port *all* of them. Presumably they're putting that task off until they have more time to work on it.

    Quote:
    Originally Posted by warden_de_dios
    I don't recall any reason discussed for this not being ported to doms, but I've wondered if it has to do with there being so little control in Ill. Illuision has all these powers that misdirect and confuse, but that's something I say and I have nothing to back it up.
    I personally wouldn't say that illusion has little control. It's got the standard ST/AoE hold, an extra ST control in deceive, and a standard every-spawn AoE mezz in spectral terror. Even discounting PA as misdirection rather than control (which is fair), it's still got the standard set of control tools. It is true, though, that like gravity, it has to wait to 26 to get its every-spawn mez, which might contribute to any 'low control' feelings that might be present.

    And I can't wait for Illusion to get ported to doms, simply because it'd be a control set that might actually have a chance to keep you alive against a PToD eb. It would be a hell of a novelty to fight a downgraded AV *without* hammering back purple pills like they're going out of style. *That* might actually be a reason why they're holding off on proliferating it, since it compensates so nicely for one of the dom's main weaknesses.
  7. Quote:
    Originally Posted by Its_Me_Matt View Post
    Honestly, it's not worth it. SOs will do you better in the long run. SOs = same as a IO. Anything special with an IO is the set bonuses.
    Not exactly. While most do go for IOs for the set bonus, there are advantages to using them even if you never use two from the same set. A double aspect set IO actually has 5/8ths worth of a single aspect IO for each type of enhancement, so overall it offers a total enhancement equal to 1 and 1/4 generic IOs (or SOs, if you're using about level 25-30 IOs). A triple aspect IO has 1/2 of a single aspect's bonus to all three types, so it overall offers 1 and 1/2 of a normal IO's worth of enhancement.

    It's possible to use this fact to jam large amounts of enhancement into a surprisingly small number of slots. I have particular combos of cheap IOs I usually slot my blasts and melee attacks with that, with level 30 IOs, gives me roughly the equivalent of 2 acc, 3 dam, 1 end, and 1 rech in only 5 slots. It's also possible to do things like 2 acc, 3 dam, 2 end, 2 rech with 6 slots. So even if you totally ignore set bonuses, there are still reasons why you might want to use set IOs.
  8. Quote:
    Originally Posted by StabBot View Post
    First off I'm skeptical about the animation time of the ability, when was the change made? I believe I leveled up my Ill/TA character during i15 and I got very little mileage out of TA.
    Unfortunately, I don't remember exactly. I don't think it was *that* recent, but I'm not sure it was long enough ago to be pre-i15. One could try digging through the patch notes, but, well, I'm lazy.

    As far as the activation time goes, it *is* possible that the animation time is set incorrectly and is rooting you longer than the activation time, but it never felt *that* slow to me post-buff.

    Quote:
    Second off, sorry to nitpick, but Blind also has a 1.67s activation time.
    Yeah, I saw that, which is why I changed 'faster than' to 'on par with' in my statement. I meant 'on par with' mostly in the sense of 'some are a bit slower or faster, some about the same, but they're all in the same general area'. Blind is slightly faster, I just didn't think the amount was that significant.

    Quote:
    Fourth, the duration and recharge really are quite bad. At 50 you're looking at an 18 second recharge on a 15 second hold, vs. a 9 second cooldown on an 18 second hold... The thing is when Hasten, your set bonuses, and your hold enhancements are running the amount of time it takes to just recast your primary hold is so small that I felt I was better off just casting some other ability to wait out the cooldown than firing off an Ice Arrow that's going to be overkill a second later when my primary hold comes back up.
    I think the difference here is that I tend to come from the perspective of a non-decked out character. My /ta controller is just frankenslotted and doesn't have hasten, so her main hold is coming back in more like 5 seconds instead of 2.5. Once I've fired off my alpha controls and debuff arrows, I usually spend most of my time spreading around my ST holds. What ice arrow does for me is ensure that I almost always have a second hold available immediately to hit another target or stack on the boss I just hit, instead of having to wait. If I had 100% or more global recharge factoring in hasten, it certainly wouldn't be nearly as useful, but I don't.

    Quote:
    Perhaps that's becaues as Ill/TA I can just alternate between Deceive and Blind anyway, but I still feel that really any controller is going to get more mileage out of picking up a different power than they would from Freezing Arrow.

    I'd be curious about what builds actually do take FA, because I would wager that I could find a different ability swap out for it.

    I don't necessarily feel that TA is underpowered when my damn Oil Slick Arrow actually works correctly, I just don't feel that Freezing Arrow is especially useful for a Controller in the long run.
    Well, my /ta is an earth/TA, and I've got freezing arrow. I specifically took this combo for maximum mezzing goodness, so of course I took every mez power I could get. I don't particularly see anything in particular I'd want to swap out for it - the powers I skipped were salt crystals, flash arrow, and stone prison, and I don't see any of those being more useful. I don't have hasten yet, but it's only a few levels off at 49. Even if I don't end up using it much while hasten's up, I still see it being useful when it isn't, as well as for exemplaring. It's always been quite useful for me on the way up.

    Quote:
    Also I'm curious about what sort of changes you would make to TA. Personally I find the debuff procedure tedious.
    It does take a while to fire off all those arrows, but I'm not sure there's anything to be done about that at this late stage in the game. The animations can certainly be trimmed as much as possible, but ultimately the powerset is just structured around tossing a bunch of different debuffs from a bunch of different arrows.

    That said, there are some changes I'd make - although more in terms of its utility as a defender primary than anything, as I think that's where TA really needs the most help. /TA on controllers isn't actually *that* bad, as you noted, mostly because the controller's primary can take over the defensive role that TA isn't very good at by itself.

    TA's real problem as I see it is a lack of defensive ability when it's the characters sole mitigation. It's got decent offensive buffing, but it's bad at keeping people alive against large spawns, at least when OSA and EMP aren't up. I would personally tweak several of the lower level arrows - double the tohit debuff in flash so it's actually noticable, increase the -recharge in glue arrow to ~40%ish, give PGA 100% chance to sleep (although still only mag 2), and add a mag 1 stun to disruption arrow for stacking purposes with the defender secondaries that don't have holds. (And of course fix OSA, but that's a given).

    How many of those changes would get ported over to the controller/MM versions of the set would be up to the devs, but it probably wouldn't be all of them.
  9. Quote:
    Originally Posted by Hejtmane View Post
    While they added the fear effect back when they nerfed the power so technically it was not part of the original power
    Yeah, but that's not what the cottage rule says. It doesn't say "only if an effect was in the launch version of a power 6 years ago can you not remove it", it says that the effects *currently* in the power can't be removed. That likely includes the fear effect. As much as it's generally reviled, there's still almost certainly *someone* who's using the fear effect for mitigation. And that's the person the cottage rule is designed to cover.

    Like I said, between the cottage rule and the same balance concerns that caused them to add it in the first place, I doubt the devs would consent to removing the fear effect.
  10. Quote:
    Originally Posted by Neogumbercules View Post
    Elogost, you read my mind. I was JUST about to type the same exact suggestion you just made. Unfortunately I then realized it would be in violation of Castles cottage rule. Basically, the devs don't want to fundamentally change what a power does, or it's mechanics. For Burn to be in compliance with this rule, it would have to remain the same power, just having its values/effects tweaked to make it more useful.

    Really, all they could do to it if they were gonna follow the rules would be to remove the fear and change the target limits/damage. Maybe they could give it knockdown or something but keep the fear. Something like that.

    But what you're suggestion would fundamentally alter the power. I don't like the "cottage rule" either, but it's not gonna go away.
    One thing to keep in mind about the cottage rule is that you can still *add* functionality to a power, as long as it still *also* does what it used to do. Look at the conserve power -> energize change in electric armor: the recharge drastically changed, it gained a heal and a regen buff, but it still provides a click self endurance discount buff, so the cottage rule is satisfied.

    Applying this to burn, what the cottage rule says is basically that, whatever you do to the power, it must still summon a flaming patch of fire under your feet. But it can get stuff added on *top* of that. However, I highly doubt the devs would agree to remove the fear effect. Keeping that in mind, this is what I'd do to the power:

    - Decrease patch damage from .06 pet scale damage per tick to .05 pet scale damage per tick.
    - Decrease patch duration from 10s to 8s.
    - Increase patch radius from 8ft to 10ft.
    - Add a regular AoE attack to the power - basically, make it an AoE attack that also drops the burn patch. This attack does 89 damage (slightly more than most scrapper PBAoEs, probably DoT over 3ish seconds), 10ft radius. Recharge unchanged, end cost becomes 11.856.

    Total effects? Overall damage goes from 167 to 200, with ~45% of the damage frontloaded even if the target escapes the patch. Radius increases from 8ft to 10ft, but the end cost does rise some (although still heavily undercosted compared to a regular AoE attack). This makes the power much more useful if you don't have some means to keep foes in the patch, without increasing the damage by too much for those who did have some sort of slow/immob.
  11. Quote:
    Originally Posted by StabBot View Post
    People take Freezing Arrow? That ability is just awful once you have single origins on your primary hold... The animation time is agonizing, it does no damage, and it has a short duration. :/
    Erm, the cast time is 1.83 seconds, which is right on par with all the other controller ST holds except mind's and fire's. Perhaps you haven't tried it since the most recent set of animation time reductions? And while it does no damage, does that really matter? It's not like your ST hold is a real damage powerhouse for you either way. It does have a shorter duration, but it's not *that* bad, especially given the power's most likely uses.

    Mind you, trick arrow *does* have several problems that could use looking at, but freezing arrow isn't one of them.
  12. It's a 6 slotter in my opinion. If you're looking to save slots, this is *not* the power where I'd do that. As far as enhancement priorities with this power, the most important thing in my opinion is recharge, followed by heal, and endmod only at the end. The biggest concern is to get this up as frequently as possible thanks to the mondo buffs it provides. Second is heal because, while there comes a point where you physically can't spend endurance faster than you gain it, there's no limit on how fast you can take damage. More regeneration is always good. Finally, getting a small amount of endurance mod in the power can be useful, because if you can get the recovery over 1000%, it'll negate the -recovery period after a nuke.

    I personally would slot it with 5 level 30ish doctored wounds (all but the endredux/rech) and a level 44 or higher efficacy adaptor endmod/rech. The 5 doctored wounds net you a 5% recharge bonus that sticks around exemplaring all the way down to level 27, you end up with effectively capped recharge and heal along with a bit of endredux, and the endmod enhancement is just barely enough to lift you over 1000% recovery bonus.
  13. Personally, what I would say other secondaries can do better than shield is survive on SOs. If we're coming at this from the perspective of a new player, they aren't going to be IOing their scrappers out the wazoo yet. On SOs, without any extra defense boosting powers bar maybe CJ, shield is gonna be pretty squishy compared to several of the other secondaries. AAO and shield charge will help by lowering the amount of time enemies have to shoot at you, but on SOs shield charge won't be up every spawn, and leveraging AAO with just shield's base defense is risky.

    Basically, I think we're all a bit too used to having IO builds, or even just the experience to leverage things like AAO without getting killed. For a player new to scrappers who's going to be using SOs/generics, many of the other secondaries are likely going to be easier to use and survive with.
  14. Hmm, maybe I can afford to put the graphics back up to 'performance' from 'minimum' on my crappy old laptop then. The graphics chip on this thing is really going downhill fast, and I havn't been playing much lately because I have to choose between the world, power effects, and characters all being incredibly flat or having about 10 FPS. If I can bump it back up to performance without completely killing my FPS maybe it'll tide me over until I get a new PC next month....

    Anyone out there with roughly similar performance tried this yet? Curious what the effects are.
  15. Since you've got a couple slots and you've said hover/fly were only there because you didn't have anything else you wanted, I would suggest dropping hover and fly for webnade and exploding shuriken.

    Webnade requires no slotting and is occasionally useful for pesky running bosses, and exploding shuriken, while not that spectacularly impressive of one, is still another AoE. To slot it up, I'd steal those two resistance slots from healing flames as well as one from temperature protection (the steadfast 3% is not doing you any good on this build). 4 slots should be enough with level 50 IOs.

    On a related note, there doesn't seem to me to be much reason to slot reactive armor in the shields since you don't really have much else in the way of defense bonuses to stack with them. 7% S/L defense isn't going to save you from anything, so I'd not even bother and instead slot them with some titanium coating for the HP.

    Also, I'd swap out two of the heal/end/rech in healing flames for plain heal/rech. It doesn't cost *that* much end, and I'd rather get the higher healing numbers. It would also allow you to get the miracle and numina's 2 slot bonuses of some regen and recovery.

    Finally, if you ever plan to use scorch I'd get at least one more slot in there, just to max out the damage. Even if you don't plan on using it, it'd be useful if you exemplar down to where you lose GFS or incinerate.
  16. In my experience, flash freeze is extremely unreliable at preventing an alpha. I tried it out for a couple levels on my ice/ice dom, and even after getting some slotting I still took alphas and partial alphas quite often trying to use it. It seemed very random, overall - sometimes it would stop an alpha, sometimes it wouldn't. I eventually respec'd out of it since I couldn't count on it working when I needed it.

    I haven't found ice control to really have a reliable alpha mitigator, which is easily its biggest weakness. Beyond ice slick from out of sight or casting jack in the spawn, there's just not much I've found to try.
  17. Quote:
    Originally Posted by lareit the evil View Post
    Default Green for the demonling, named Xel'lotah
    Purplish black for the hellfire Gargoyle, named Mantarok.


    My three demonlings infact are the perfect trio of Chattur'gha(fire), Ulyaoth(Ice) and Xel'lotah(Hellfire)

    Props to anyone who recognizes the names.
    Oh hahaha, nice! A pity your personal weapon is a whip instead of a gladius...
  18. PFF has the 'only affects self' flag. That means that your powers can't affect other people, but it doesn't mean that, just because they can't affect anyone else, they won't still buff you. You won't be able to activate any powers that require you to target someone (friendly or enemy), but your big bubble and maneuvers will still affect *you*. In this particular case, though, it hardly matters, because even without the big bubble, manuevers, or any slotting in PFF, it'll still put you at *75%* defense to everything all by itself. Given that that's 30% *over* the softcap, I have a hard time thinking of a situation where you'd actually *need* the big bubble's or maneuvers' defense.

    Oh, and yeah. For some reason PFF interrupts rest, although you can still use aid self during that time. I never bothered with the medicine pool, though, although I can see why it could be attractive. I never really found that I needed it.
  19. Muon_Neutrino

    195% rech

    Do you have hasten, does it have 95% recharge in it, is the 195% including hasten/AM or on top of them, and do AM and PA have 95% recharge slotting as well?

    For the first case, let's assume you have hasten with 95% recharge, AM and PA also have 95% recharge, and the 195% is your set bonus recharge total (so 195% on top of everything else). In that case, PA will recharge in 49s, hasten in 92s, and AM in 86, which is easily perma for all 3.

    On the other hand, if 195% is your total global recharge including hasten and AM (so 95% global plus 70% hasten plus 30% AM) but everything still has 95% recharge slotting, hasten recharges in 115s (perma), AM in 108s (perma), and PA in 62s (effectively perma since the decoys are summoned, and hence expire, at 1s intervals).
  20. For me, it's AE > Badges >>>>>>>>>>>>>>>>> ... > PvP, although to be honest I don't use any of those systems *that* much.

    I don't have any published AE arcs, although eventually I'll finish the one I've been working on for the past year, I swear. I do pop in on an occasional basis to grab some tickets for a piece of rare salvage, run one of the select group of arcs that are my favorites, or just to browse the stories and see what I can find. Never farmed, though, so that presumably puts me in the bottom 2% time bracket of AE users.

    Every once in a while I try to get a specific badge, but it's only when said badge does something especially useful for me in game or the badge title is just perfect for the character. I don't have any interest in getting badges for their own sake or out of a 'collect them all' mentality. Mostly, the badges I have are the ones I've randomly happened to get without trying.

    That's more than I can say for PvPing, though. Before i13, I dabbled around a bit since my dom was actually a decent PvP combo at the point, but I wasn't impressed even then. Mostly I was turned off by the prevailing attitudes, which were pretty foul even before i13. Combine that distate with the poorly thought out i13 changes and I've engaged in PvP exactly twice since then, both immediately after the dom revamp. It might be possible for PvP in this game to be fun with a properly designed system, but not with the existing population, at least for me. Nowadays the only time I go in a PvP zone is to grab shivans, and I haven't ever run into an opposing player while doing so.
  21. If he's going poison, you will absolutely *destroy* any single hard targets you come across. Thus, I'd look at something to help boost the AoE carnage. And for VEATs, nothing will do that better than venom grenade. This nasty little bugger does -40% resistance to toxic, -20% to everything else in a 20 foot radius, will recharge before the -resistance expires with just 1 recharge SO + mental training, and does a goodly chunk of pure toxic damage itself (boosted by its own -res since it's a DoT). Since some of demons' damage is toxic, this should be quite nasty.

    And then you've also got the leadership toggles. The ability to offer every demon +30% damage, 21% defense and 15%ish tohit with tactics, double maneuvers and double assault is very nice, especially with the large radii of the auras making it easy to keep the pets in range.

    Venom grenade is only available to the 'arachnos soldier' VEAT (plus their version of maneuvers is much stronger), and I would personally go for the crab or huntsman builds. Banes can still take venom grenade from the base wolf tree, but it involves double redraw from the gun and mace and they've usually got a lot of other powers to take. Crabs have their own spider arm-thrown version of venom grenade, have plenty of AoE damage themselves, and get extra pets to add to the carnage. Huntsmen (a 'wolf spider' variant that uses mostly gun attacks, guide here) use the gun fired version of venom grenade, also have plenty of AoE and some of the same pets that crabs get, and usually have slightly more room to take extra leadership powers. Either crab or huntsman will work quite well, it just depends on whether you mind the looks of the crab arms (personally I think they look goofy).

    Now, any VEAT will back up a MM well as long as you take the leadership and team buff powers, but I would personally give the nod to the crab and huntsman builds since they have good AoE and can also dish out that -res debuffing to increase killspeed even more.
  22. Glad to hear that it's working out well for you.

    Aside from those two scirocco's, do you have the two recovery uniques yet? They won't stop the bar from darting downward as you spam all those AoEs, but they'll allow it to jump back up much more quickly afterward. Also, the +end accolades will also help quite a bit as well.

    Yeah, I have exactly... two characters with 'finished' builds, my two 50s. All the rest of my many many alts are works in progress. Some are getting close to 'finished' such as my shield/mace tank, some are a long way off. It's just the way things go in this game, it encourages alting to a large degree. Not that I'm complaining, mind you!
  23. Quote:
    Originally Posted by TensileSky View Post
    See, there's the thing: I'm still undecided on how I'm building him. Shields is pretty offensive as a set, and I don't really want another situation where I'm scraping to find End in my Insp tray by having Tough/Weave running. On the other hand, without the Fighting pool, I can imagine he'll be pretty squishy. It's a bit of a dilemma!
    Well, shields with just the stock levels of defense is indeed somewhat on the squishy side for a tank, and so, many choose to boost it. However, while the fighting pool is certainly the most common way to increase defense, it's not the only way. I've got a shield/mace that softcaps with maneuvers instead of tough/weave (about half of the extra end cost, and 2 fewer power picks), and I know some have pulled it off without any defense boosting pool powers beyond combat jumping (although they spent a lot more money, I bet).

    There are still enough cheap sets which boost positional defense that it's possible, albeit difficult, to manage it on a budget without the fighting pool. You'll probably have to dip into some slightly more expensive sets, but it's still doable. If you want, you can take a look at my current build for ideas:

    Click this DataLink to open the build!

    I had a version which softcapped without needing to take hover as a BoTZ mule, but that was before the reduction in BoTZ's defense values (now gives 1.25% ranged/1.88% AoE - not shown yet in mids, mentally subtract 3.75% ranged defense from the totals shown there). She's at 40 at the moment with almost all of the IOs bought, and I'd estimate she's spent less than 30 million (although she didn't buy the performance shifter proc or steadfast 3% herself).

    Quote:
    I tend to do generic IOs at around 32 based on advice from a friend, is it better to do it at 22 instead, then?
    The 35 generics do give about 4%ish more enhancement per slot than the 25s do, but the total difference for 3 is only about 4.5% after ED. Given that level 25s are often cheaper, you can slot them 10 levels earlier, and they save you the expense of 2 generations worth of SOs, I personally would rather use 25s instead of 35s. You can definitely do either one, though - it's just play money, after all.

    Quote:
    As far as an update for my Brute goes, I must really have had luck on my side today! Most of the bids I put up I thought were reasonable, and I had a good chunk of the rare salvage I needed for the recipes. By the end of the day, my bids had almost all come in, so now I'm sat waiting for 5 more enhancements and he's totally IO'd out! Woo! It only cost me about 55 mill, as well. Waaay less than I was expecting to pay. Happy times!
    Please do let us know how it all turns out in the end, and how much of a difference it seems to make. My own characters always IO up as they level, so if I'm going to have certain bonuses, I get them gradually and far before level 50. I'm curious how noticeable the jump will be to suddenly go from an SO'd 50 to an (even modestly) IO'd one, since I've never experienced that myself.

    And yeah, it can really be that cheap. With all the talk of spending billions of inf on a single character, it's easy to not realize that you still can get quite decent builds for considerably less than a hundred million.
  24. Muon_Neutrino

    Ultra mode!

    You people and your 30+ FPS on ultra mode computers.... you make me jealous.

    It's pretty funny to realize just how far computers have come, so fast. I play on a laptop that, 4 years ago, was among the more powerful laptops you could buy. Now thanks to feature creep and a slowly dying video card, I get about 12 FPS and *netbooks* are starting to have better specs. Meanwhile my brother puts together a desktop for 1k and gets performance that you couldn't buy for *any* price 4 years ago. How quickly things change....
  25. It was something Synapse (I think) said, about how all of the various dark-themed sets were interrelated and they needed to think carefully about how best to do it. I'll see if I can find the post.

    Edit: Ah, it was actually Sunstorm. Post: http://boards.cityofheroes.com/showt...63#post1311463

    Basically, dark miasma being ported to controllers is problematic because dark miasma, dark control, dark assault, dark blast, and dark manipulation (all of which they apparently hope to do eventually) would all be mixing and matching from a similar pool of powers, and you need to avoid overlap. Dark blast would need to avoid overlap with dark manipulation, which would share a lot of powers with dark assault, which would need to mesh with dark control, which would need to avoid duplicating stuff from dark miasma, which is already set up to avoid duplications with dark blast. That sounds like a thorny task.