Silverado

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  1. Quote:
    Originally Posted by The_Gooch View Post
    I couldn't figure it out until I realized that it was the inherent taunt built into all of tanks' and brutes' powers that made them hug me like I need them to for maximum damage output.
    Brute inherent taunt is only single target damage. The one power keeping them nice and tight around you is [Blazing Aura] alone. If you check the power info, you will see that the Brute and Tanker version has a +400% taunt component, while the Scrapper version has none.

    This is the reason that I refuse to play any Scrapper secondary that has no taunt aura (which limits my choices to /Shield, /Invuln and maybe WP)
  2. Both are good choices.

    If anything, I'd let your secondary decide it. As a personal rule I have, if I'm rolling a resistance based set I'll go Brute (higher resistance cap). If I'm rolling a defense based set I'll roll a Scrapper (defense softcap is the same as Brutes, while requiring less foreplay to function at optimal capacity).
  3. Quote:
    Originally Posted by Pixel View Post
    Defenders can get Power Boost instead of Power Build Up (faster rchg). Scrappers can get Sharks or Shadow Meld.

    I think those are the only real temptations for my heroes to take Patrons.
    Fire Blasters can get Web Envelope and use RoF with no prejudice
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    The armor and the summons do not whip the mace out
    The summons do whip the mace out.
  5. Quote:
    Originally Posted by TrueGentleman View Post
    Danny Trejo has a great interview in the LA Times. Best line: "It's an honor to be the first Latino superhero. And I didn't have to wear tights, and I didn't have a Daddy-hates-me complex."
    What about El Mariachi
  6. Yeah, they got fixed in the most recent patch a couple days ago.
  7. I'm not sure how I would apply this to CoH/V since I'm not a roleplayer (nor I find any canon character particularly interesting), but as far as cheering goes, I've found myself cheering on Butters from South Park a lot lately.
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    Unless you plan to have saturated soul drain all the time, fiery melee is the top dog for single target DPS. Broadsword has great burst damage, but its long term DPS isn't up there with the big boys.
    /thread
  9. Dark Melee and Shield Defense

    Being surrounded by mobs is beneficial to both Against All Odds and Soul Drain, for a massive damage buff. Dark has a self heal that Shield lacks, and Shield has the AoE that Dark lacks.
  10. Sonic Attacks with Traps

    Resistance debuffs from Acid Mortar(s) and sonic blasts, which increase the damage of subsequent attacks and also increase the effectiveness of the damage debuffs from Seeker Drones
  11. Super Strength paired with Electric Armor

    Rage boosting Lightning Field's damage while Lightning Reflexes reduces Rage and Foot Stomp's recharge. SS also tends to be end-heavy, which Power Sink patches.
  12. Quote:
    Originally Posted by Santorican View Post
    See there is a huge difference between resistance as your primary source of damage mitigation and regeneration as your source. My example, a regeneration scrapper uses passive regeneration and click heals as its primary source. Losing 30% regeneration won't impact its survivability will as much as losing 30% defense. There comes a point where passive regeneration won't do as much for you as defense or resistances. The only way regeneration alone will save your hide is when you have tons of it, like 1500% regeneration. The disparity between 250% total passive regeneration and 200% is almost negligible.
    In my experience, the hp/sec regain is noticeable when you're at the hitpoint cap and when you're not getting hit as often (aka at the defense softcap).

    Quote:
    Originally Posted by Santorican View Post
    The only mez that acrobatics saves you from is knock back and knock up which can all be cured by knock back protection enhancements. In the build I posted up has 8 points of knock back protection which is enough for about 99% of this game. It saves you a power pick as well.
    Acrobatics has hold protection and resistance, enough to protect you against say a Carnie Master Illusionist spamming her ST hold.
  13. Difficulty hasn't been raised.

    Enemies in Praetoria may be harder than Hellions and Skulls, but they pale in comparisson to end-draining Clockwork in the pre-stamina levels, rech-flooring Vahzilok with toxic damage, chain-mezzing CoT mages before anyone has mez protection, tohit-debuffing Spectral Daemon Lords pre-SO's, and other hazardous mobs already present in Paragon City
  14. Quote:
    Originally Posted by Progressman View Post
    I mean, they WERE the first to use them, I don't see why not. :P
    Correction: shouldn't WE PLAYERS use the Malta Gunslinger set?
  15. Quote:
    Originally Posted by Santorican View Post
    The problem that I have with this build is that there isn't Fire Blast or Inferno. Fire Blast is key to a blasters survival when they're mezzed, Inferno I love, but it is skippable of if you have to but with DP you should be able to keep running after you nuke. Also I'm not sure if having more passive regeneration is good considering you already get a metric ton of it with DP, it seems a little redundant doesn't it? Wouldn't you be better off taking those slots and putting them else where?
    I find regeneration very important on these builds since it's the only thing that keeps you alive when you do get hit (you will get hit). Saying that "having more regeneration when you already have high regeneration" is redundant, is like saying that "having more resistance when you already have high resistance" is redundant

    YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks.
  16. Silverado

    The Party Pack

    I'm willing to bet this pack will be the most successful, most sold, most profitable pack they'll ever release.
  17. Quote:
    Originally Posted by Granite Agent View Post
    I see you and some other folks keep skipping Inferno -- with a lot of global recharge it appears to be up every 100 seconds or so, and often Drain Psyche can let you avoid the crash. Why skip it?
    Because you don't really need it, you already have enough AoE. That, and I don't like retoggling every minute
  18. I'm not sure on the specifics, but I can run it seamlessly on my Blaster with 75% global recharge and 96% recharge slotted on Blaze (with Hasten up)
  19. Fire/TA would make an awesome farmer.

    Make sure you go Mace Mastery to softcap S/L with Scorpion Shield and take the AoE immobilize. Glue Arrow alone won't cut it for stopping enemies when they start to RUN AWAAAAAAYYYYYYYYY!!!
  20. I'd go with the Brute, if you figure out a way to have high recharge and good survivability (easy) while mantaining sustainable levels of endurance management (tricky)
  21. This is what I came up with, it has less global recharge but alot more recharge enhancements slotted in the key powers, which is what really counts.

    It also has capped hitpoints and alot more regeneration.


    Hero Plan by Mids' Hero Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Silveress: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Subdual -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(15)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
    Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
    Level 16: Concentration -- RechRdx-I(A), RechRdx-I(23)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(27)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(29), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(33), Mrcl-Heal(33), RgnTis-Regen+(33)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(50)
    Level 26: Acrobatics -- EndRdx-I(A)
    Level 28: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), RechRdx-I(36)
    Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 32: World of Confusion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Web Envelope -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/EndRdx(45)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 49: Super Speed -- QckFt-EndRdx/RunSpd(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 22,1% Defense(Smashing)
    • 22,1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 20,5% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 6,75% Max End
    • 42% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 71,3% Enhancement(RechargeTime)
    • 167,2 HP (13,9%) HitPoints
    • MezResist(Immobilize) 17,1%
    • MezResist(Stun) 4,4%
    • 9% (0,15 End/sec) Recovery
    • 54% (2,72 HP/sec) Regeneration
    • 4,1% Resistance(Fire)
    • 4,1% Resistance(Cold)
    • 1,88% Resistance(Negative)



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  22. Quote:
    Originally Posted by DSorrow View Post
    That's peculiar. I'd think with the usual Blaze > Flares > Blast > Flares chain you'd use Flares more often.
    With a high enough recharge, you should be using the Blaze>Flares>FireBlast chain, which does more DPS. It uses Blaze more often than the "usual" chain you posted and just as often as Flares. Apoc goes in Blaze because of the enhancement numbers (5 apocs* + a Devastation quad)

    *Skipping the pure Damage enhancement
  23. Yeah, F-Burst is a very skippable attack

    Burst and Burn however, should both be taken.

    Yes Burn benefits from Power Siphon, but Power Siphon doesn't benefit from Burn
    Yes, Burn benefits from Fiery Embrace
  24. Silverado

    City of Sitcoms

    Quote:
    Originally Posted by Steelclaw View Post
    * Captain Mako standing in the kitchen with a mound of dented and mauled tuna cans about his feet.

    "Awright... who stole the freakin' can opener?!"
    Wouldn't that be cannibalism? /\
  25. It could be argued that a Fire/Rad Corruptor is the best PvE toon, while a Mind/Fire Dominator is capable of pulling some pretty crazy stunts