-
Posts
7257 -
Joined
-
I'll be able to make this one i think, i couldnt yesterday due to work commitments but by the time i got home it may of still been going on i dunno.
I have no idea why friday is a good night for people, i'd expect people to be going out. -
[ QUOTE ]
[ QUOTE ]
Oh so it can be used as an attack also can it, when you are not defeated??
[/ QUOTE ]No, there is no power in the game that works whether or not you're alive.
[/ QUOTE ]
But i think its worth dying for.. -
Perma rage would be always great if it werent for the -rechg thats about and when you lose your def amongst those that do -def attacks its not the same afterwards. All this apart from the lot that could happen to others in 10 secs but i often get caught out by distractions.
-
[ QUOTE ]
[ QUOTE ]
I do hope we are talking AV level here...
[/ QUOTE ]Can't spawn her as EB on relentless
[/ QUOTE ]
I was a solo player as Katalina the other week, and i had Giovanna Scaldi on invincible as a AV in a mission, i ran out of time and logged off. A few days later i went back on Katalina with no change in settings and i had Giovanna Scaldi as an EB. So I had to come out and invite some people that were soloing in Atlas to team to get her AV status. Weird?
I class doing things with temp powers and pets as interesting and fun but not as actually being alone and unaided. -
I think from what i have read (but what i have read hasnt had me thinking "Right! i am 100% sure what the poster is talking about!" admittedly but i think npcs tohit are now 50% and so defense has a 45% cap because 5% is minimum amount of tohit you can leave an npc with.
I think npcs tohit no longer scales cos if it did 45% wouldnt really be a soft cap would it? (This is the only game i have ever really played so i dont know the terminologies such as soft cap that could of come from other games) but anyway mathematically thats MinMax(total tohit - total defense) which is one part of the tohit calculation, applied after this part is the accuracy part and then MinMax again.
I think that for def scaleability they made the npcs all become set at 50% tohit (pre i7 they were higher and rank and level modifiable) and made the accuracy rank and level modifiable instead.
I could be wrong, usually i find posts in general assuming people already knew alot of stuff and vague to say the least especially as my english isnt my strongpoint.
I take the tohit formula to be like this now and i aint that mathematical seeing as i left it at high school.
{[(Total Tohit - Total Def) =>5 or =<95] * (Total Accuracy)} =>5 or =<95 = Hit chance
So if i had 55% tohit and the player had 101.5 def and i had 2 acc SOs in an attack my chance of hitting with that attack look to be:
{[(55% - 101.5%) =>5 or =<95] * (166.66%)} =>5 or =<95 = Hit chance.
5% * 166.66% =>5 or =<95 = Hit chance
5% * 166.66% =>5 or =<95 = 8.3%
and so in there maybe only being 50% tohit to worry about PVE elude at base should be enough on its own excluding def debuffs seeing as we cant do much against accuracy. -
[ QUOTE ]
Empaths with no attacks and all pool powers don't deserve the right to be called "pure defenders" ; maybe "pure garbage", or "pure healers" if you want to be nice.
[/ QUOTE ]
I dont see nothing wrong with a pacifistic type of character. Its a nice option.
If ya think they are lazy, go nuts, be suicidal and give them some work to do. -
[ QUOTE ]
As far as Elude goes, does it really NEED to be slotted? O_o I was under the impression that even unenhanced elude put you at the soft defense cap. So running toggles (no problem since your endurance regain doubles its base?) on top of that should make you basically impervious in PVE?
[/ QUOTE ]
i have been sitting on this one because i am trying to work out how to work out how bad is the -def in the game. I dont know! But I know its the most common debuff. But aside from that i do enter pvp areas myself, so when i said mine would have 3 def slots its just a statement not a suggestion. -
Hasten will improve your dps dramatically Augury and you can gain more damage per endurance from it too, as well as extra boost to other powers such as elude. I tend not to mention about power picks for concept reasons unless it compromises the role.
-
[ QUOTE ]
There was just nothing special about the scrapper, a tamed monkey with bad eyes and arthritis could have played him.
[/ QUOTE ]
QFT!
Nothing to do with PVP (hijacking derail alert).
Nah there could be some things that are special about it depending on the role you give it. Alot of people are just run in, mash keys and think they are impressing others with their survivability when they might not be seeing as they may of compromised the rest of the team who had done enough to ensure continued survivability for said scrapper before themselves planting leaving the scrapper last one alive thinking he is cool.
Scrappers could ensure the rest of the team dont build aggro by bringing fights out of the perception range of other groups. Save a friend from being dropped especially with the more guaranteeable confront/warriors challenge/calling the wolf. Intercept enemies that are of high risk to others and deal with them away from main group. Be the most viable member to taunt an AV and keep others from being hit at all by it just by kiting which is easiest with some types of defenders and therefore adding flexibility as to what the team are capable of and increasing their survivability.
They are the most soloable character and the least team friendly but they can have some uses other than leading in raw dps. -
I used to think if someone was missing something people take for granted as a must have then they should let people know. But these days i think its better if people checked other peoples builds before starting.
-
Its a great incentive for tanks to keep herding imo although to some fire/ice its their only incentive
-
[ QUOTE ]
And yes, no travel power. (hurdle + CJ + sprint does me fine and is faster than fly!)
[/ QUOTE ]
Just like my scrapper and like you she has elude to boost speed so not too bad!
End slots in toggles dont add as much attack chains to your end bar as end slots to attacks so if you have a 5 slotted attack without an end slot its worth having the end slot from a toggle as an end slot to an attack. I can mathematically prove this in a heartbeat if you want but sting of the wasp and shuriken are without end reduxes.
I have a 3rd slot in practised brawler so that if i exemped to help someone on a low tf i can put in a rechg but above the level when only 2 rechgs are needed i have an end slot but its there for whenever. 2 rechgs are fine.
With aid self why health and not swift? well better health ticks may save you and its not like you have defiance.
Elude is the most underslotted i have ever seen i personally prefer more defense for PVE by 6 slotting elude and so have 3 def slot DA as well.
I like the concept, my kat/sr will have weapon mastery. With my claws/sr i took passives before med pool in order to slot attacks up sooner and cos other people do provide survivability however when ya solo you might be better off.
With SG base teleporters and teleport to PD you can get around reasonably quick.
[ QUOTE ]
- Your team will be annoyed to hell and they will most likely not prefer you as a team mate.
[/ QUOTE ]
Not very nice people then. -
[ QUOTE ]
You could do with FA from body mastery, IT HELPS.
[/ QUOTE ]
I was looking for advice on my build over a year ago (read whole post) it got put in guide section (not by me) i look at it now and go i have moved on to what i am happy with and so i updated it but only because it entered guide section. I never intended it to be in the guide section and would like it extracted as said.
Foc acc would give me +per i already have and +acc i'd never need.
[ QUOTE ]
Confront is useful but in no way needed.
[/ QUOTE ]
Ill taunt control any lvl 52 AV with Katalina that ya wanna pick, I have already been doing most of them, its not just Tanks and Brutes that can.
[ QUOTE ]
Not an expert on slots so I'll leave that to the pros.
[/ QUOTE ]
My final build is min/maxxed to what I actually need.
[ QUOTE ]
Maybe some enduance reductions in your toggles?
[/ QUOTE ]
No need.
[ QUOTE ]
A travel power pool may not seem neccesary but in some cases it can be.
[/ QUOTE ]
I miss superjump for getting to missions but what i do in missions come first.
[ QUOTE ]
That's ll I can figure out form my angle, but I'm not an expert it's just my opinion.
[/ QUOTE ]
The build i have above works for me. -
[ QUOTE ]
[ QUOTE ]
Biggest problem I have so far is everyone expects me to heal . Even when I put Sonic/Sonic in my search comment. I'm enjoying it as it like a blaster that helps out the team.
[/ QUOTE ]
Many people sadly think of defenders as healers. However, this is luckily mostly limited to lower levels, and people will most likely appreciate you more as you get higher up.
[/ QUOTE ]
Should people need another defender in the team?
No.
But people rarely really work together as well as they could do and many people dont have a clue about playing to assist and never have planned to build their toon to assist some defender sets well.
Aid other maybe a useful top up to remove occasional downtime after a fight and i personally would of took all 9 powers.
For me the teams playstyle should revolve around the defense sets. -
I look at a the colours, get blinded and have to go look at something else. But there is alot wrong with it especially endurancewise...I am guessing.
-
[ QUOTE ]
Consume: 1 end enh 2 dmg 1 acc
This """does""" do alot for damage and considering the endurance buff you can gain from it recharges would be better, recharge is often equal to a damage buff in terms of damage over time but in this case imo recharges are far superior.
[/ QUOTE ]
Said does but i meant doesnt, if ya read the rest ya can see that i meant that. Stuoid typo -
MA gets same amount of knockdowns and then disorients to boot. id rather give a disorient that lasts the length of focused chi than have someone get up and whack me. Air sup is good but id rather unleash a nice attack chain that can keep connecting on a disorientated boss.
-
My updated changes:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Hurricane Cindy
Level: 50
Archetype: Defender
Primary: Storm Summoning
Secondary: Electrical Blast
---------------------------------------------
01) --> O2 Boost==> Rechg(1) Rechg(3) Rechg(3) Heal(5) Heal(5) EndRdx(7)
01) --> Charged Bolts==> EndRdx(1) Acc(46)
02) --> Snow Storm==> EndRdx(2) Slow(7) Slow(11)
04) --> Gale==> Acc(4) Acc(9) EndRdx(15)
06) --> Steamy Mist==> DmgRes(6) DmgRes(15) DmgRes(17) EndRdx(40)
08) --> Freezing Rain==> Rechg(8) Rechg(9) Rechg(11) EndRdx(33) DefDeBuf(43) DefDeBuf(46)
10) --> Hover==> Fly(10) Fly(21) Fly(46)
12) --> Hurricane==> TH_DeBuf(12) TH_DeBuf(13) TH_DeBuf(13) EndRdx(40)
14) --> Fly==> Fly(14) Fly(17) Fly(50)
16) --> Swift==> Fly(16)
18) --> Thunder Clap==> Acc(18) Acc(19) EndRdx(19) Rechg(21) DisDur(27)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Aim==> Rechg(26) Rechg(27) Rechg(40)
28) --> Tornado==> Rechg(28) Rechg(29) EndRdx(29) Dmg(31) Dmg(31) Dmg(31)
30) --> Tesla Cage==> Acc(30) Acc(36) EndRdx(39) Hold(39) Rechg(39)
32) --> Lightning Storm==> Acc(32) EndRdx(33) Rechg(33) Dmg(34) Dmg(34) Dmg(34)
35) --> Short Circuit==> Rechg(35) Rechg(36) Rechg(36) EndMod(37) EndMod(37) EndMod(37)
38) --> Combat Jumping==> DefBuf(38)
41) --> Electric Fence==> Acc(41) Acc(42) EndRdx(42) Immob(42) Immob(43) Immob(43)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
47) --> Power Sink==> Rechg(47) Rechg(48) Rechg(48) EndMod(48) EndMod(50) EndMod(50)
49) --> Group Fly==> EndRdx(49)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Power Rush==> Empty(1)
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Vigilance==> Empty(1)
---------------------------------------------
Edited: a result of a misread out -
[ QUOTE ]
[ QUOTE ]
01) --> O2 Boost==> Rechg(1) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
[/ QUOTE ]
You don't really need 3 recharges in this power. It recharges quite quickly and those slots can be used elsewhere (like in Thunderclap).
[/ QUOTE ]
The updated build i did last night includes an EndRdx, some powers require alot of endurance, i am hoping things aint that bad and so i had to end slot it as it could be a frequently used power at times and so I can tell your advice from today is not looking at my second build but thanks anyway.
[ QUOTE ]
18) --> Thunder Clap==> Acc(18) Acc(23) EndRdx(29)
[/ QUOTE ]
My thunderclap is getting more love from a second recharge in my second build. I typically consider a fight duration to be of no more than 20 secs, the base duration is 15 secs, i have yet to consider at what point i use it but i put the rechg in to have it ready for the next group. Although using some powers in 1 group and then using other powers in the next group looks likely but it would be a useful power to help keep the need of a high heal rate down.
[ QUOTE ]
[ QUOTE ]
28) --> Aim==> Rechg(28) Rechg(36) Rechg(42) TH_Buf(43)
[/ QUOTE ]
TBH, I don't think the to-hit buff will make a lot of difference (as it gives you +100% acc anyway).
[/ QUOTE ]
This aim i believe is 37.5% tohit at base so i basically get 45% tohit slotted this way which is between 1-2 accs for the powers i have no accuracies for, 1 acc SO worth of acc is usually enough but if the tohit isnt really needed, ill give thunderclap more love then.
[ QUOTE ]
Hope this helps. I've been on this game since the EU release, trying loads of combinations of heroes, and I have to admit that Storm is my favourite of all of them.
[/ QUOTE ]
Same, 2 accounts and 50 toons (a year out of work), putting a few of all my altaholism together 5*50's and 8 damn close but i cant really love one more than the other. Stormies are enigmatic and i still feel i have some way to go on this one.
I am not sure if i am not giving lightning storm enough love maybe. With the invention system coming in i am probably worrying too much but I am gonna have to go and read what people say about it. I like playing with builds before the invention system comes in as its more to think about.
[ QUOTE ]
One thing I've noticed with my stormy is that she doesn't actually get mezzed all that frequently (I don't have acrobatics)... Hurricane seems to do a fantastic job of keeping me protected.. so you may find you want to change the recharges just because your toggles aren't dropping all that often.
[/ QUOTE ]
Thanks Psygon i'll do that then! -
Apart from what Fire Kitty said, i think the end reduxes in integration are eeking out mehness in your build and you should give more love to follow up instead. Atm when unhastened its 12 sec recharge and 10 sec duration and costly in endurance. If you used it every 12 secs it will cost you 7.8 points every 12 secs = 0.65 endurance for every second, integration is 0.26 endurance for every second. So ya can put an end in Follow up and change the other end for a heal.
-
[ QUOTE ]
I had Tough on my Claws/Regen but I didn't take it for my MA/Regen (both 50) and to be honest I didn't notice any difference in survivability.
[/ QUOTE ]
MA offers more survivability than claws so its no wonder. -
Basically this is an update post to this as it somehow made it into the guide section (dont mind if its extracted TBH) as i never intended it to be in the guide section at all.
Over a year later i have a different build basically going in what a scrapper is all about (pve) and thats doing damage. So the attacks came first but with the slotting that i be best with at different levels due to what i'd run into and i picked powers of low slotting in order to apply more slots into attack early on. Because i levelled to 50 before defense scaleability with just 4 debt badges i can safely say i have levelled with worse survivability.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Katalina
Level: 50
Archetype: Scrapper
Primary: Claws
Secondary: Super Reflexes
---------------------------------------------
01) --> Strike==> Dmg(1) Dmg(3) Dmg(5) Acc(17) EndRdx(31) Acc(48)
01) --> Focused Fighting==> DefBuf(1) DefBuf(13) DefBuf(15)
02) --> Slash==> Dmg(2) Dmg(3) Dmg(5) Acc(17) EndRdx(25) Acc(48)
04) --> Focused Senses==> DefBuf(4) DefBuf(13) DefBuf(15)
06) --> Spin==> Dmg(6) Dmg(7) Dmg(7) Acc(19) Rechg(23) EndRdx(31)
08) --> Follow Up==> Acc(8) Acc(9) EndRdx(9) Dmg(36) Dmg(37) Dmg(40)
10) --> Practiced Brawler==> Rechg(10) Rechg(11) EndRdx(11)
12) --> Confront==> Taunt(12)
14) --> Swift==> Run(14) Run(48) Run(50)
16) --> Hurdle==> Jump(16)
18) --> Focus==> Acc(18) Dmg(19) Dmg(21) Dmg(21) EndRdx(31) Acc(46)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(25)
22) --> Agile==> DefBuf(22) DefBuf(43) DefBuf(43)
24) --> Dodge==> DefBuf(24) DefBuf(42) DefBuf(43)
26) --> Eviscerate==> Acc(26) EndRdx(27) Dmg(27) Dmg(29) Dmg(29) Acc(34)
28) --> Lucky==> DefBuf(28) DefBuf(42) DefBuf(42)
30) --> Hasten==> Rechg(30) Rechg(37) Rechg(37)
32) --> Shockwave==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) EndRdx(34)
35) --> Evasion==> DefBuf(35) DefBuf(36) DefBuf(36)
38) --> Elude==> Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DefBuf(40)
41) --> Stimulant==> IntRdx(41)
44) --> Aid Self==> IntRdx(44) Heal(45) Heal(45) Heal(45) Rechg(46) Rechg(46)
47) --> Quickness==> Run(47)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Power Rush==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Critical Hit==> Empty(1)
---------------------------------------------