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Quote:This is the worst problem of all. Stay means "stay until told otherwise", not "Stay as long as you want".My pets ignore me. I tell them to stay and 10 secs later one of them has moved. I am only a few feet away and not going anywhere myself.
It's like being on a iffy pug where someone who has been informed that they should stay back somewhere takes it upon themselves to move in and gets killed. Then after being resurrected, so to speak, they repeat their mistakes.
Feeling like you can't get away from a bad pug when solo is so annoying.
Though the lift bug got me killed the other day as I went up a lift and my bots madly dashed through the walls and aggroed several groups including an EB before running back off downstairs leaving me with no bodyguards. -
Quote:I must say that Electric Fences works awesomely with the Assault Bot, previously I had Black Scorpion as my patron (Thank god for patron respecs!) and took the Web Grenade from that for the -fly and underestimated the power of -kb.I got it on my assault bot, but the rest of my build was already so awesomely awesome that it's hard to judge the actual improvement I got from the extra drizzle of awesome sauce on top.
But then, this was on my build that sadly still doesn't have electric fences, which is the only thing I ever experimented with (in my alt build) that makes a NOTICEABLE difference. I really must get a respec and add it to my main build, but that means finding other people willing to team up for a trial. Sigh.
The first mob I hit with Electric Fences + Swarm Missiles convinced me that my respec was the right choice
I can't see the Chance for Build Up working that well because it will go off because of the Swarm Missiles, and therefore only boost a single target attack. But it should still be an improvement. -
Quote:You can edit powers within mids, so I found the Mastermind_Primary_Robotics set, and added a 7.5% defence to self, then when you click the green button you can see the buff.I have a bots/traps with two defense IOs in the protector bots, and I can confirm that the shield grants 11.18% defense.
As a side note, I haven't been able to get Mids to show me the values of the Protector shields at all. Even clicking the little green circle doesn't appear to do anything.
It took a bit of trial and error.
Also: Thanks for confirming. I feel better about my build now -
Sorry for the double post.
Quote:That 10% figure was picked out of my a*s to be fair, but aim for the stars and you might land on the moonI don't have the time right now to crunch the numbers to figure out an attack chain that factors in the 5% resistance debuff with current durations and recharges, so I really couldn't say one way or the other whether that would be enough net gain to improve performance.
Then again, if that 10% average -res that would theoretically be added to what we now have were unenhanceable, then I can easier see it happening.
Quote:But if a human modifier increase were given to both PB and WS then it wouldn't do anything to address the disparity between the classes. Warshades don't really need any help IMHO. That's why I felt a modifier increase was problematic in the first place - it's hard to justify increasing one modifier without increasing the other.
The main reason for this change isn't to bring them closer however, it is make human form more useful. The power changes are what should be used to close the gap with Warshades. -
When i said make Photon Seekers more similar to Unchain Essence I guess I should have elabourated
I am not sure if they currently have a stun component or not, but I would keep the damage, add a mag 3 stun, lower the recharge and increase the radius. I agree about letting them stick around too, if the power ends up on a 120s recharge the pets should stick around for 120s, there is no real need not to.
The only other choice is I can see would be to turn them into real pets, and although I would prefer this I doubt it will ever happen and many people would prefer the frontloaded damage.
That way they would (I hope) be closer to Dark Extraction in power, but like Unchain Essence in function. And the stun would replace the control you would lose from changing the KB to KD in Solar Flare, while the extra damage solar flare can now inflict (Due to actually being usable twice in a row!) would also help. -
A wee bit of threadomancy, but I have now finished this build and it working a treat! Especially when the team lets me take the alpha by flying in front of them (Or just soloing) and opening with Electric Fences then watching as the mob goes up in a lovely cloud of smoke, which clears to reveal a corpse filled burn patch
This toon has become my new favourite character!
However I really want to get the Soulbound Allegiance: Chance for Build Up proc into my Assault Bot as I have heard it has a chance to proc for each target hit by the Swarm Missiles, and that seems like practically a 100% chance to go off!
To that end I have come up with the below build, I have had to sacrifice some Heal/Recharge slotting for Aid Self and Aid Other, but that should be barely noticable. The thing that slightly worries me is that I am not only just defence capped, so a small debuff will hurt me more than previously.
I am figuring that because Mids says the Protector Bots bubbles are 5.63% defence unslotted, going to 8.43% with my slotting, but I am not sure if that is correct or not (Red Tomax says it is 7.5% unslotted, or 11.2% slotted, which will make me feel a lot better - can anyone confirm?).
Can anyone see anything else worth changing before I pump more influence into it?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Pneumo: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(9), BldM'dt-Dmg(9)
Level 1: Force Bolt -- FrcFbk-Acc/KB(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(40)
Level 4: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(45)
Level 6: Equip Robot -- EndRdx-I(A), EndRdx-I(7)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33), DefBuff-I(34), DefBuff-I(34)
Level 10: Aid Other -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11), Dct'dW-Heal/Rchg(23)
Level 12: Protector Bots -- SvgnRt-PetResDam(A), EdctM'r-PetDef(13), DefBuff-I(13), DefBuff-I(15), HO:Nucle(15), HO:Nucle(25)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(36)
Level 16: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(17), Dct'dW-Heal/Rchg(19)
Level 18: Repair -- RechRdx-I(A), RechRdx-I(19)
Level 20: Dispersion Bubble -- RedFtn-Def/Rchg(A), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def/EndRdx(23), RedFtn-Def(25), RedFtn-EndRdx(45)
Level 22: Swift -- Flight-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Assault Bot -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(27), S'bndAl-Acc/Rchg(29), HO:Nucle(29), HO:Nucle(31)
Level 28: Challenge -- Mocking-Taunt(A), Mocking-Rchg(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rng(46)
Level 30: Resuscitate -- RechRdx-I(A)
Level 32: Upgrade Robot -- EndRdx-I(A), EndRdx-I(33)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Rchg(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(39), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(46)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(43)
Level 44: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(46), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
Level 47: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/Acc(50)
Level 49: Air Superiority -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy -
Quote:Even though I was still reading through the thread when I read this I just had to post here:Keep in mind that I didn't even toss out a balance point for a cap. Fiery Aura Tanks get about 48% resists to all but Psionic and Toxic, so even capping out at 40-50% is pretty darn nice for an all human Kheld if you get a bit of mez protection (think about all your other toys to play with, etc.). And maybe you could get some mez protection into Eclipse if you found a balance point for that (either non-permable, less of a resist buff, etc.).
LEAVE ECLIPSE ALONE!
I wouldn't sacrifice 35-45% resistance even for total mez protection AND a 100% damage boost. Not even if that applied globally to all my characters!
Now that I have read the whole thread I still agree with the -def and -res idea, and 10% to each power (On average - some powers do 5% some 15% etc) seems good enough to me and allows some good stacking.
However I am not sure any of this actually addresses the design weaknesses inherant in PB's. As far as I can see the idea behind Kheldians is that they should be able to shape shift and get great benefit from doing so, without leaving human form useless. So like a Warshade they need good synergy between the human buffs and the forms (Long durations/recharge buffs). The other problem is that a Warshade's self buffs lead to a control/damage role, and I think a PB's powers should give it a defence/damage role, but it is probably too late for that now.
I think a human modifier increase (PB and WS though) would help, so would shortening the amination of the form change (To 1 second I think - All ways). That would increase the overall usefulness of human form and tri-form too.
Then a few of the powers need looking at; Change the human PBAoE to KD so it becomes an attack rather than a control (And it is a very good attack power); Lower the recharge on Photon Seekers to make them more like Unchain Essence than Dark Extraction; Change Build Up to be more like Fiery Embrace and I am not sure what else off the top of my head.
The other thing that really needs help though is White Dwarf. I love how Black Dwarf Mire makes Black Dwarf feel awesome, but White Dwarf has nothing similar and you just feel like a meat shield causing very little damage. I am not sure how they could change that though since it is meant to be a defensive form, just the extra resistance you get isn't really enough to warrant the lack of damage. I think the idea of a leadership like aura here is quite good, something similar to reflecting the inherant back to the team, which is something I suggested in another thread. -
The only things I would add to this advice is that when you get high enough in level to take the Mu patron (The AoE immob is the only one with -kb to keep mobs in those lovely burn patches and tar patch), and I would also seriously consider getting repair since it is a 100% heal to any of your pets and it can save the AssBot in dire situations. The way I see it a bots MM without an AssBot is a dead or useless bots MM, and AoE heals are not always enough.
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I can't say I really care enough to want someone to spend any time changing it again.
I had one level 50 MM when the changes took place, and it was an absolute godsend for him (And saved his life I think).
I have also been levelling a Necro/Dark (To 38 i think at the moment) and although the pets do die all the time I have never really had cause to complain about endurance and resummoning etc.
To get around the problems all you need is some endrdx slotting and stamina, I think that is a better choice than taking up dev time. -
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Forgive me this (I may just be misunderstanding or mids may have the wrong numbers):
Blaze has a recharge time of 2.61 seconds in your build, meaning after casting Bone Smasher (1.5s) and energy Punch (0.83s) there is a 0.17s gap before the next Blaze? Is that taken up by Arcanatime?
Also Bone Smasher is on an even longer recharge, so is there another gap (4.16 - 1 - 0.83 = 2.33s) before the 2nd and subsequent Bone Smashers?
That looks to me like there should be a 4th power (Maybe Fire Ball or Flares or both) in that gap. -
Thanks for that, it is what I am thinking about because they have much higher DPA than the filler attacks I have been using.
Cant his be used seamlessly, or am I just going to have to put up with gaps?
Quote:http://boards.cityofheroes.com/showthread.php?t=139004
this old thread should have some info for ya in regards to making chains
Edit: And thanks DSorrow for the builds, will give me something to build on when I finally get some real time next week. -
In the same way as last time my attack chain (Trying to get it without gaps that is since I don't know how to work out the very best chains) is not going very well, at the moment I have:
Blaze > Bone Smasher > Flares > Energy Punch > Blaze > Flares > Fire Ball > Bone Smasher > Blaze > Flares > Energy Punch > Flares > Fire Ball > Blaze
And there is still more to go.
There must be something simpler I am missing! -
Working on the above attack chain theory I have created the following build (In only about 5 mins so there will be plenty of room to tweak I am sure):
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Searing Heat: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(36), Decim-Build%:40(37), HO:Nucle(43)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 2: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(37), Decim-Dmg/Rchg:40(37), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39)
Level 4: Energy Punch -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(5), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(7), Hectmb-Dam%:50(46), Mako-Acc/EndRdx/Rchg:50(46)
Level 6: Build Up -- RechRdx-I:50(A), RechRdx-I:50(9)
Level 8: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Posi-Dam%:50(9), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(40), Ragnrk-Dmg:50(40), Ragnrk-Dmg/EndRdx:50(40)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/EndRdx/Rchg:50(23), Hectmb-Dmg:50(48)
Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Hover -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Rchg+:50(17), Zephyr-Travel:50(19), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(21)
Level 18: Blaze -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(25), Apoc-Acc/Rchg:50(25), Apoc-Dmg/EndRdx:50(34), Apoc-Dam%:50(34), GJ-Dam%:50(43)
Level 20: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), Zephyr-ResKB:50(23)
Level 22: Swift -- Flight-I:50(A)
Level 24: Health -- Mrcl-Rcvry+:40(A)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc:50(27), P'Shift-End%:50(34)
Level 28: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Boost Range -- EndRdx-I:50(A)
Level 38: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42), LkGmblr-Rchg+:50(43)
Level 44: Flash Freeze -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(45), FtnHyp-Acc/Sleep/Rchg:50(45), FtnHyp-Acc/Rchg:50(45), FtnHyp-Sleep/EndRdx:50(46)
Level 47: Frozen Armor -- LkGmblr-Def:40(A), S'fstPrt-ResDam/Def+:30(48), LkGmblr-Def/Rchg:30(48), LkGmblr-Def/EndRdx:50(50), LkGmblr-Rchg+:50(50), GA-3defTpProc:50(50)
Level 49: Hibernate -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
I need a few % more S/L defence (And would love to get rid of the PvP 3% Def IO) and need to shave 10 seconds from Hasten (Ideally).
This build has however made me realise the recharges I was working on previously are wrong, so I will look at my own attack chain calculations again. -
That build is a good start but I am not sure if that attack chain is right, Fire Blast looks pretty low DPE.
I sorted the powers in DPE order as follows (Ignoring the AoE's - Fire Ball is actually 4th in the list otherwise):
Blaze
Energy Punch
Bone Smasher
Flares
Total Focus
Fire Blast
Blazing Bolt
Power Thrust
So I am trying to work an attack chain only using Blaze, Energy Punch, Bone Smasher and Flares.
At the moment I am looking at something like Blaze > Flares > Energy Punch > Flares > Bone Smasher > Flares > Blaze > Flares > Energy Punch > Flares. But there are gaps in that (Short animation times mean I need to use lots of powers) and I still don't even reach 200dps which I would really hope to pass. -
Quote:Ah cool, in that case if you are already at this point you have probably reached the limit of what +recharge can do for you, so purples won't be a great deal of helpand overall my powers didnt change much in effectiveness between my IO and Purple builds, and little change in my attack chains overall as even with my IO build by the time one of my powers animates the one i need after the next one is done recharging, and so on...
The toons that benefit from that extra recharge (The best thing about purples imho - aside from the procs) the most are controllers and other characters with really really long recharge key powers that can't quite make the recharge they need any other way, or at least can't do so without some major sacrifices. -
Hi
I have got a shelved Fire/Energy blaster sat at level 50 and I thought I would see if he was worth bringing back out and giving some love too.
My plan is to try and make him a single target monster with Fireball for the AoE, and although I want to get his S/L defences up as high as I can I know that +recharge will be my main aim.
That said, does anyone know the best single target attack chain a Fire/Energy blaster can hope for assuming an unlimited budget (No pvp IO's, but whatever purples and procs may be needed) and what recharge will be needed for that?
(Note: I have tried to work this out for myself but it seems to be an awkward one - If I can find my workings when I get home I may post up what I have)
PS: If anyone happens to have such a build handy I wouldn't mind a peek -
The problem with your numbers is that most of them dont really mean anything.
For example:
- Slotting endurance reduction is only useful until you have endurance sustainability over your attack chain, so maybe currently you have too much.
- Slotting recharge is only useful until you have a seamless attack chain, but if you don't have that attack chain then recharge can increase your DPS much more than +damage.
- Slotting accuracy is only ever going to give you a 95% chance to hit, so again can be wasted.
What you need to take into account is that with purple sets bumping your global accuracy by something like +45% with 5 sets you can underslot the accuracy in many powers, saving you slots.
Also with the +50% global recharge from 5 sets you can start looking at optimum attack chains, even dropping certain powers that you might no longer use. That will again free up slots and can let you fit in more situational or utility powers increasing the overall effectiveness of your build.
Losing 5% here and 5% there means nothing unless we know how that translates into your attack chain and endurance consumption etc.
PS: I also find it hard to believe you only have a 90% chance to hit +3's with an IO'd build if you built it well. (Please don't take that as an insult)
Edit: And that is the beauty of purple sets. Because the bonus' are much bigger than usual you can get to your targets faster with less slots and powers, letting you have more room to better slot the other powers that don't take the purple sets.
It isn't that purple sets themselves are so amazing, but the knock-on effect they have on your other powers and slotting choices makes the build that much better. -
Quote:I don't rush through missions but I do play on +0/x8 (Will go up to +2/x8 when I actually finish the build since I am only 95% there at the moment) I will just consider myself luckyPrincessDarkstar,
I'm really not sure. I played the build as listed for several days and always had the same issue. Perhaps it's my play style and the Prot bots were healing to much which cause there endurance to bottom out all the time. Or perhaps I just barged in from one massive group of mobs to another group too soon and then noticed the endurance issue. However, the problem was pretty much solved when I did that one tweek to the build.
<edited> Note: I normally either play on 0/8 or 2/5 so that may be a reason right there that I have endurance issues. -
Quote:I have seen this written a lot and I don't know if my Protector Bots are just lazy or something but I have never seen them with <50% end, no matter how big of a battle I am in, and that is with no endurance reduction.I reproduced this build and really liked it except for one thing. I had a problem with my protect bots having endurance issues so I just removed one of the level 50 Defense IO's and replaced it with a level 50 Endurance Reduction IO. This one change greatly helped out my protect bots and made this, at least for me a much stronger build.
Which of their powers uses a lot of endurance? -
Force Bubble, because it is great for getting aggro and great for herding mobs into corners whenever you are in that kind of map.
It can also be used to keep melee mobs away from your Mercs whenever you may need it.
Repulsion Field is only good for keeping melee mobs away from you and not so great if the aggro is on your pets. And Repulsion Bomb is imho worthless.
Another bit of advice I would give is that if you have a budget that lets you softcap your personal defences (Possibly just Ranged since you have hover) you might want to look at a patron with a RES based shield, but until you have capped defence then Black Scorpion is the best to pick. -
I made it to the high 40's before I realised the power of bodyguard mode, so you aren't alone lol
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Protectors don't really have a healing mode, they just dish out the heals and bubbles when they are needed so there is nothing wrong with letting them fight.
What secondary are you and we might be able to help with a few more tips? Personally I just put all the pets in BG mode and grab some aggro though. -
Quote:I just have this hatred of any of my bots getting killed, it really makes me sad, much more than when I let a team member die because I was too busy saving my botsHeh. I don't solo a lot of AVs (though I can when I put my mind to it) so I'm rarely in a position where double-healing has such serious consequences... but it's still annoying.
It made the levels up until softcapping the bots very painful.