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Okay, these are just some of my opinions, I by no means consider myself a master...
But... I look at this, and I think your shooting yourself in the foot.
Impale is one of your single target attacks. You don't have a lot of those, so you need every one you can get! I can appreciate that Enfeebled Operation give you 3.13% more melee defense... but I'm not sure that's significant enough to warrant not slotting it AS an attack!
Similarly, the damage from Consume is minor. On an End heavy build like this, you need to slot up its End Mod, more than its damage.
A full set of Numina's Convalescences? In Healing Flame? The ranged defense you get from the set isn't worth it. Move one slot to health, and pop the unique in there. Use 5 Doctored Wounds in Healing Flame.
Consider investing in the Gladiator's Armor's +3% Def Unique. With the Hero/Villain merits system, it is no longer laughably impossible to get it, just... tedious as you run the same missions over and over to get the merits you need for it.
You're wasting a lot of possible bonuses with this build. Again, I know, you REALLY want that melee defense... but you are wasting, at the very least, one 9% to-hit bonus in this build.
I take it this isn't supposed to be a leveling build, right? Because if it is, you need to take Combat Jumping much, much sooner!
Finally, I just personally can't see playing such an End-heavy toon. You may want to consider sacrificing some of your defense to bolster end drain, and bring up your resistances (28% Energy resistance? That's a serious hole!) I think you should still be able to eke out around 30% Melee & S/L defense... -
Massive. Understatement.
For as awesome as the VEATs are, and how much easier they are to get into and play than the HEATs... the SoA 'Epic' is anything but epic. 'Do this pointless task, then go play regular villain content until I'm ready to have you do the pointless task again.' Someone really phoned that one in... -
Quote:...EA actually has a heal component in Energy Drain. It's small, but Energy Drain can be taken down to a very short recharge so it'll even out. Plus Drain has +End. Helps both bars.
Please keep in mind that, pre-soft cap, I found the 'heal' in Energy Drain to, at best, only be sufficient to cover the damage you take while waiting for Energy Drain to animate... -
Oh yes, I forgot...
You need to remember to pet End reducers into your Tier 2 and 3 pets! With their auras, they will be burning through endurance like mad.
I don't really think its worth slotting up any of the secondary effects the demons bring with them (Heals & Resist for the Ember Demon, Sleep, Hold, and Slow for the Prince.) So a full set of Blood Mandate is probably a good idea for these. -
+Recharge is still quite beneficial for /Thermal, especially at the higher levels.
Be sure to throw the +Resist and +Defense pet uniques into Hell on Earth - Those help a lot in keeping your pets alive... at least as long as you stick near them.
Go for a +Defense shield (Frozen Armor or Scorpion Shield.) I found that it wasn't difficult to build in around 30% (or more) smashing/lethal defense (Scorpion Shield will also allow for an equal amount of Energy Defense...) Between that and Bodyguard with your Resist-heavy pets, you should be quite tough. (Between all the various +Resists, all your pets should be sitting around 75% Smashing/Lethal resistance, with varying degrees for the remainder.)
Speaking of which...
If you do this, take Crack Whip and/or Provoke. You want the enemies focused on you, not your pets. -
Quote:My recommendation is to be sure to slot Lightning Field with Endurance Modifiers, over Damage.Ok, so I have played COH for several years off and on, and while getting a few chars into 40's, I have never taken a char *all the way* to that land where you really get into end game IO's and work to complete set bonuses, and really try to cobble together capping things and the whatnot.
I am trying to pick a char to go to that place, and maybe on to the new incarnate levels.
After some research I think Claws/Elec has some really powerful synergy and has a good feel to the play so far in my teens of trying it out (all thought I die alot, which is why I started fiddling with MIDS to see where it led)
While fiddling I observed that the set gets you to 40%ish resist with SO's, but thats your whole kit and kaboodle right there (along with energize to cover the healing angle some)
Is high resistance and 25% hp every 2 minutes (pre enhancement) enough to feel badnews with no def or only Combat Jumping? Is having 40% be skimmed off the topic of incoming damage going to make up for hardly ever being missed?
Does one pick up enough set bonuses to compensate? I guess I don't like the idea of being 50 and dropping bombs on your market moms before I feel like my char is tough.
I suppose all resistance based sets have this issue, and am curious how it works out in practice. I am probably missing something, or too obsessed with defense, maybe?
Thanks for any insight.
Why?
Simple, to finish the job you start with Power Sink.
Power Sink + End draining Lightning field = enemies with too little endurance to pull off their big attacks. Due to enemy recovery rates, you can't really keep them at 0 with this combination... but having tough enemies only using their weakest attacks, with long pauses in their attacks... it contributes greatly to your survival.
Of course, this doesn't help versus ranged enemies. But it's the set perk that really brings keeps it moving. -
Quick and dirty /Storms basics:
Gale: You're forced to take it, but don't waste slots on it, unless you find yourself with an overabundance, and can afford to six slot it. Then it can be used as a set mule. You... aren't likely to have that many slots.
O2 boost - Typical heal, provides stun protection. A Single Target ally heal is a very good friend for any Mastermind... so take it, slot it up (at least to 5 slots) and you're good.
Snow Storm - Not the most useful power. Can be good to help keep things in the rain, and grounding fliers, but not essential. Take it if you can work it in, but don't feel too worried if you can't.
Steamy Mist - Take it, and slot up its resistance. It's not really as helpful as others - Demons already get good Fire and Ice resistances. But the Energy resist is nice, and the more resistance is always welcome. If you can six slot this one, adding in some defense is also good.
Freezing Rain - Get recharge in this, use it often. But you knew that already.
Hurricane - The tricky power of the set. Great for personal protection, not so great for scattering everything hither and yon. You'll have to learn how to really use this power before you can get good performance out of it. Here's a tip - it's actually larger than the visible cues would indicate.
Thunder Clap - Ahahahahah... right. Don't take this power. Not unless you want to stack it with something from your Epic pool... and even then, you probably don't want it until you have the Epic power.
Tornado - The other power that can cause insta-fail as a Stormie, Tornadoe can be devastating in some situations... but only causes chaos and disorder in most. Don't use it unless you know it won't cause more problems than it is worth. It is, however, another place you can add the Recharge intesive pet sets to, and get their lovely uniques. (of course, you've already got that in Hell on Earth...)
Lightning Storm - Recharge, Damage, and use it when you can. The storm doesn't move around, but it brings a very strong punch of energy damage to your arsenal.
For a more in depth view, I suggest reading Silas' guide to Storm Summoning. While aimed at Corruptors, the information is very good.
I hope this helps. -
If you don't like FPS, but want to get some idea about the whole Half-Life phenomenon, may I recommend pursuing a "Let's Play" of them?
Unfortunately, I lost the link I had to a good Half-Life lets play, but here's one for a Half-Life 2, & Half-Life 2: Episode 1 Lets Play:
http://lparchive.org/LetsPlay/Half-L...ith Episode 1/
Really, if all you want is a good idea about the G Man? Just watch the very first video for a bit. You'll quickly get the idea. -
Quote:No.Hey all, first off this isn't a whine, just an honest question to those that are more knowledgeable than me.
I'm wanting to make a new scrapper and decided on Regen since I already have a Willpower. After playing around with it in Mid's Designer, I'm seeing that they both have the same regeneration. This is with just 50 IOs, not sets. Am I missing something? Willpower would have even higher regeneration with RttC being surrounded by mobs, and has defense, resists, and -regen defense.
I'm not factoring in Instant Healing, since it's not up all the time. Is that really all Regen has going for it, waiting for IH to be up? Again, I'm not whining or trying to start a fight, I'm just confused.
It's power is in the combination of ALL of its clickies: Dull Pain, Instant Healing, Moment of Glory, and even Reconstruction and Revive.
Okay, seriously now.... While the underlying factors are the same, Willpower and Regen are two VERY different sets. Willpower is a toggle on and forget set. Regen is ALL about the clicks. With a good plan of which power to click in what order, you can survive through almost anything... and get right back up and into things that you can't. And Moment of Glory is just awesome.
Also, something to consider: Willpower will only match Regen's NORMAL regeneration rate, when RttC is saturated. Regen gets that kind of benefit at all times.
Regen obviously works best with a primary that can provide good mitigation - like Broad Sword and Katana, for example. -
Quote:Hell on Earth gives a moderate boost to the Demon's damage, a small to hit bonus... And it spawns the Living Hellfires... which are mostly useful as decoys. It's always nice to see a tough enemy waste a big attack taking out one of them, rather than using it on you or one of your important pets.Thanks, i see what you mean about the recharge on the Hell on Earth. Although now that i'm level 19 and have had a chance to try it out, i don't see much of a difference in what it's supposed to do other than a few little shadow creatures bouncing around whatever demon i put it on.
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Some thoughts:
A lot of people have chimed in that Crack Whip is all the Taunt they need. You may be able to get by without Provoke, if you take that.
Petrifying Gaze is a so-so power. If, when you add slots, you can't find enough to really lock an enemy down for a long time... skip it. It is the only other Dark Miasma power I could recommend avoiding. Remember, both the Servant and the Demon Prince are going to have single target holds too...
Don't make the mistake of thinking Dark Miasma for MM is the same as Dark Miasma is for other ATs. Most notably, Twilight Grasp is a much different, weaker thing on MM. With only a ten foot radius around you for the heal, you will be LUCKY if you can hit two of your pets with it. It still heals for a lot, but you aren't going to be seeing Green numbers over all your pets with this power. So keep that in mind.
On a personal note, you may get more mileage out of Recall Friend than Teleport Foe. It's useful for bringing your pets to you, especially when they encounter some piece of geometry that confuses them.
That's all I can really think of, off the top of my head. As a Demon Summoner, you need to be in the thick of things, with your demons. Be sure to emphasize your own personal survival, too! Tankerminding doesn't pay off if you can't protect yourself!
Good luck with your build. -
Yeah, chiming in with the rest, here. It really depends on your secondary, and how you like to play it. The more active your secondary is, the more endurance it will burn through, the more likely you will want stamina.
To be honest, /Traps and /Force Fields are the only two that currently exist that I think can easily get by without Stamina.
In general, it's not only about the toggles - although they play a part. You only have 100 points of Endurance with a full Blue Bar. Take a look at the endurance costs of the powers you are likely to be using a lot in battle - do a quick tally of what they cost. I mean, take /Thermal. Within about 10 seconds, a thermal can burn through more than 80 points of their endurance. Without Stamina, they would only get about 16 points back over the course of the cast times of those powers. That leaves them a net of... roughly 33 points of endurance left. Stamina, at the ED cap, with bring that up to about 25... leaving the caster with 42. This isn't considering multiple casts of Warmth or Cauterize - which is the most likely case - or the presence of any toggles. It gets even worse if you are playing a DS, and are spamming some of your personal attacks too.
That of course, it a worst case scenario for a solo /Thermal, but you get my point. A /Thermal would have to take several breaks from the action to recover endurance, so slotting powers for End Reduction AND taking Stamina would be highly recommended. -
Quote:That was my basic idea... although I won't have the slots to get its damage up to those levels. Still, I think it will be an excellent addition... Especially in a set designed to get you back to full right away. (RotP returns 50% health and Endurance. By the time I can pick it up, Healing Flame should be healing about half my hp, and Consume will recover the rest of my endurance with only... 2 targets, I think.) Might not be a god mode - which aren't extremely useful in and of themselves, especially for Scrappers - but it's an excellent "Keep Going" power that fits my expectations.Be the Bomb.
Think of Rise of the Phoenix as another attack. Its also a very powerful attack when slotted for damage at around 650 damage. I've never understood why people get so upset about death in the game. This is probably why I never ever want to do a master run attempt of anything ever.
Look at it this way. Your playing a mission with your team. Around the corner is a huge group with at least four malta sappers in it. Your tank gets all whiny because hes gonna have to soak that alpha and its probably gonna make him as useful as veteran imp summon. You look down at your powers bar and see that RotP is up. You let your team know that you've got this. You activate fiery embrace and build up as you charge in. You jump right in the middle using throw spines in mid air and as you land you hit spine burst. They do enough damage to drop you. You hit RotP and kaboom. The sappers should be gone as should anything thats not a boss. Bonus points if the enemies have long recharging debuffs and just wasted them on you. Either way problem solved.
There's only one slight problem with this style of play. There are some teams that simply cannot grasp the concept that you don't need them to rush in after you to save you. -
I haven't made the character yet. I'm still trying to decide on which secondary to use. I was hoping this was all written down somewhere out of the game, so I could look at the numbers at my leisure. Unfortunately, City of Data hasn't updated for the actual Demon pets under Demon summoning, and I don't know of any place else...
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...And I'm not just asking about powers.
I want details regarding the three Demonlings, the Ember Demon, the Hellfire Gargoyle, and the Demon Prince. I can find their powers on the Paragon Wiki, but I want to know about the numbers behind them. What kind of innate resistance values do they have? How much and what kind of resistance does the Ember Shield provide? How much -Res do the powers of the Hellfire Demonling and the Hellfire Gargoyle do?
Can anyone provide such values, or point me to where they can be found?
Thank you! -
Quote:...4 slot lunge with Kinetic Combat. Use 1 slot each to Spine Burst and Ripper for that 6th Obliteration slot.
Shields and Tough should be four slotted with Reactive Armor.
Remove Rise of the Phoenix and instead take 3 slotted Weave, slot them with 3 LotG.
Change ios for Consume, put in Mocking Beratement from Taunt...basically you only need recharge on Consume...no need for end mod...as you will be using that in a group and that will fill your end bar.
I would also take 1 slot from Healing Flames (Heal/End) and move to Fire Shield and add in Steadfast -KB.
Also take 1 slot from Fiery Embrace, 2 is enough with Hasten, add to Stamina (go with 4 performance shifter: EndMod, EndMod/Rech, EndMod/Acc, +End).
Change Steadfast Protection -KB from Temperature Protection and instead put in Steadfast Protection Res/+Def.
For Impale, you can also slot 6 Thunderstrikes instead of Devastation.
You can't use Mocking Beratement in Consume. And I am not going to take Confront for it.
And I want Rise of the Phoenix. Even with 25% S/L defense and healing flames, I'll probably be faceplanting enough to warrant it.
I'll look into the other changes... -
Quote:Yeah, I know. I'm just trying to work myself up to giving it another try.The nice thing about this game is the flexibility in power choices. If you can't seem to be able to make one stick out, just move along. However, you shouldn't judge a set at lvl 10...just saying. I have 27 L50s and tons more at 30s and 40s. I like the variety
I'm going to try a Spines/Fire scrapper. Too bad I can't figure out how to get significant S/L defense without dropping something I want...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Lunge- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (3) Mako's Bite - Accuracy/Damage
- (15) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Crushing Impact - Damage/Recharge
- (A) Impervium Armor - Resistance
- (5) Impervium Armor - Resistance/Endurance
- (7) Impervium Armor - Resistance/Recharge
- (11) Impervium Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (3) Obliteration - Damage
- (15) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Endurance/Recharge
- (45) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (A) Karma - Knockback Protection
- (40) Luck of the Gambler - Recharge Speed
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (9) Devastation - Accuracy/Damage
- (9) Devastation - Chance of Hold
- (19) Devastation - Damage/Endurance
- (37) Devastation - Damage/Recharge
- (39) Devastation - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Multi Strike - Accuracy/Damage
- (13) Multi Strike - Damage/Recharge
- (13) Multi Strike - Accuracy/Endurance
- (37) Multi Strike - Damage/Endurance
- (37) Multi Strike - Damage/Endurance/Recharge
- (50) Multi Strike - Accuracy/Damage/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Impervium Armor - Resistance/Endurance/Recharge
- (17) Impervium Armor - Resistance/Recharge
- (17) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - Chance for +End
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (23) Efficacy Adaptor - Accuracy/Recharge
- (23) Efficacy Adaptor - EndMod/Endurance
- (46) Efficacy Adaptor - EndMod
- (46) Efficacy Adaptor - EndMod/Recharge
- (46) Efficacy Adaptor - EndMod/Accuracy
- (A) Multi Strike - Damage/Recharge
- (25) Multi Strike - Damage/Endurance/Recharge
- (25) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance
- (34) Multi Strike - Accuracy/Endurance
- (45) Multi Strike - Accuracy/Damage
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Range
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (43) Detonation - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Accuracy IO
- (A) Impervium Armor - Resistance/Endurance/Recharge
- (48) Impervium Armor - Resistance/Endurance
- (48) Impervium Armor - Resistance/Recharge
- (48) Impervium Armor - Resistance
- (A) Steadfast Protection - Knockback Protection
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 2: Ninja Run
Think this works? -
Quote:I've seen a couple Spines/Dark in action, so I have an idea of what the set is capable of. I just never seem to be able to make one stick out until it gets good....upto lvl 10. I wouldn't consider a set defined at that low level. The OP needs to join a farm run run by (preferably) spines/fire and observe the potential of the set
Just an idea.
...
Although... with the recent changed to /Fiery Aura, the combo sounds like a walking wall of destruction in the later levels...
...
Does Fiery Embrace work with Damage Auras? Because if so, Blazing Aura + Quills + Fiery Embrace would be just ridiculous... -
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Quote:That's just it... I don't know.Maybe if you described what turns you off?
How can we recommend anything if you don't provide reasons you are failing to enjoy the set.
Oh, it's a bit annoying that it doesn't have a real single target chain, but I make do with Electric Melee just fine.
It's first attack is Barb Swipe... so... yeah... I generally end up not taking it at all.
It's just... every attempt I've made at Spines/ peters out before level ten, and I've ended up deleting them.
I'm hoping to hear some other opinions of the set, and get motivated to it. I'm getting kinda blah with most the others, want to wait with KM until the herd thins... and thought maybe it time to try Spines again. -
Quote:It's per character, I fear. You have to run through one of the Patron arcs with any character you want to use a PPP for.Good to know thank you. Another silly question, if you unlock the PPP on one character, does it then unlock for all characters on that same account, or is it a one shot individual kinda deal. Meaning if I had 5 scrappers all wanting access to Mu Mastery, do they all have to convert and run the arc?
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I want to like Spines.
Really, I do.
But so far, it's the only Scrapper Primary that I have just not gotten into.
So... rather than dismiss this out of hand, I shall turn to the experts here...
How do you get into and enjoy the Spines set? What do you pair it with? How do you play it? How do you level it?
Any advise for making an enjoyable flinger of pointy, poisonous barbs would be appreciated... -
Dark Blast and Kinetics, Defender or Corruptor.
I saw a couple of them about a year ago, and none since. Tried one once myself, but never cared for the survivability and speed of either AT early on. -
Quote:This.Anything/Anything
Brutes solo like champs. It's pretty hard to go wrong. Right now I am doing a Claws/Fire. I've done Nrg/Elec, SS/Fire, and Stone/Inv. All have soloed well.
True, there are some sets you should only approach with both eyes open, and might not be the best for first-time players... but nothing available to Brutes will be a bad choice.
That said, Electric Armor DOES get better, but you'll be in your late twenties by the time it start feeling really complete.
For starting off? I'd suggest Invulnerability, Shield Defense, or Willpower. Those are good sets to start off with. -
Quote:Common IO's?Well, it's still a noticeable difference that shouldn't be there or should favor the Brute over the Stalker clearly.
As an aside, the game may not be balanced around IOs, but Praetoria sure feels like it is. That place is pretty hard to solo even a willpower scrapper without having the maximum level IOs in every slot.
If so, then you're not really using anything outside the realm of 'balance for' until you get to the level 45 or 50. Level 15 IOs are basically +3 DOs. Level 20 IOs are basically -2 SOs.
Now, if you are using SETS, and actually getting bonuses from them, then you are getting into things the game isn't balanced around.