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Posts
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Quote:Given the choice of "better than Stamina" or some mez protection against low levels enemies with few mezzes (or none, if we choose which mobs we fight as farmers often do), I'll take "better than Stamina." I'd probably choose "better than Stamina" even vs. Lost and Arachnos though.Hey, make that level 16 and I'll give it to the Claws/Rgn Scrapper. But at level 10 I think only SR and WP have mez protection, and those are a bit more late-blooming.
How good is the +recovery of a Nova form Kheld? -
Quote:Don't be afraid, be proud and drop Blazing Aura.I'm afraid I've given on Blazing Aura entirely. There's no chance in hell I'll have the slots to devote to it, and even if I did, there's no way I'd be able to run that, Hot Feet, Fire Shield and Hover. Just Hot Feet and Blazing Aura break my recovery.
It is very lackluster and I have to believe for most people, just plain bad. Small radius, lower damage than it should be, and a bugged (?) end cost higher than it should be. Drop it like the millstone it is.
They always will be an issue. Even my level 50 has to respect them much more than most of my other characters. Inspires and range can help. You may choose to spend most of your time in melee to leverage the PBAoEs, but that does not mean all situations warrant it. -
Quote:I never knew this. I am going to try to remember it, but I somehow doubt I will.Interesting. A few points of note:
*You do know you can just click on two glowies and both will count down at the same time, right?If you have multiple glowies in range, you can just click on them all and they won't interrupt each other.
Quote:*Huh. You're skirting the line almost more than I am. You do pretty well, but I kept an eye out, and you run out of health and endurance a LOT. Granted, I'm not expecting to be able to play at full everything all the time, but I saw you face more than a few REALLY close calls there.
Before Hot Feet, Blazing Aura is really a bad pick, I normally recommend not taking BA until 35 (if at all), but I did take it on this character in the 20s on a weird whim. Not sure how useful it has been, although teamed I can be in melee a lot more with a lot less close calls.
Quote:*You seem to have Tough and a lot of the Leadership powers. Do those help? I have none of those (I literally have only Fire Blast, Fire Manipulation and two powers from Flight). I'm not sure how much these helped, as you did seem to be getting hurt about as much as I was, but it's important nonetheless.
Leadership is probably not worth the endurance solo, but I mostly team with this character. It is also a concept thing, Angels are inspiring. Perhaps Assault helps more than I know, as slivers are my greatest enemy and I might face more of them with Assault off (Hot Feet should help with that a lot).
Quote:*How do you scare enemies so much? Does Blazing Aura have an Avoid component or something? It seemed like every time you dove into an enemy group, enemies would take one shot then scatter like cockroaches. I can never seem to achieve this effect.
Quote:*Are you playing on Unyielding? You're doing about as well on what looks like Unyielding as I am on Tenacious. I must be doing something wrong. Either that, or Blasters don't scale up in difficulty as poorly as I thought.
Quote:*Why all the temporary powers? I mean, I can see the benefit of the Nemesis Staff or... Is that the Iron Sword? I can see the benefit of them when you're lower level and don't really have many attacks, but at level 37 you ought to have more than enough, all of them better than the Nemesis staff. How come? Why the Iron Sword instead of your Fire Sword? Why the Nemesis Staff instead of Fire Blast and/or Flares?The Iron Sword was for giggles and also to figure out what that power I had in number 9 was (Already having a level 50 Fire/Fire/Flame blaster, Pureflame has been level 37 for over a year because I have been terrified of getting Hot Feet and not having enough influence or time to get the +recovery procs, which was part of my long rambling post I mentioned I lost earlier). I figured an Angel ought to have a regular sword too, so I put it into my tray for looks on occasion.
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Here is a helpful keybind.
/bind numpad0 "targetcustomnear defeated friend$$powexecname vengeance"
As far as gathering, usually if someone has died, you don't really have time for that. I just run to corpse and activate Vengeance. -
I got some of the videos posted. I played more melee centric than I might normally at this level just to see how it worked. While I often start in melee, I normally will pull away from something if I have a miss streak or survivors, but I stayed in just to take the extra melee hits (and to keep BA ticking away).
The first video is some simple clips of street hunting. This is actually the last video chronologically, but I put it first because near the beginning is a shot of my enhancement screen.
Street hunting
The next two videos are the first two missions of the Envoy of Shadows arc. I had a lot of computer issues, I was doing far too much at the same time (I had videos uploading to YouTube, while playing the game and recording with Fraps).
What did the Warriors do?
Oranbega is pretty -
I am pretty sure I would choose Kat/Regen for that particular project. I would consider going "all the way" to level 12, so you could slot level 15 common IOs. Although, some Frankenslotting of set IOs might actually be a better choice, I haven't looked into that, but you might consider it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Lowbie Power: Level 13 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Fitness
Hero Profile:
Level 1: Gambler's Cut -- Acc-I:15(A), Dmg-I:15(3), Dmg-I:15(5), Dmg-I:15(11)
Level 1: Fast Healing -- Heal-I:15(A)
Level 2: Flashing Steel -- Acc-I:15(A), Dmg-I:15(3), Dmg-I:15(5), Dmg-I:15(7)
Level 4: Reconstruction -- RechRdx-I:15(A), RechRdx-I:15(7)
Level 6: Quick Recovery -- EndMod-I:15(A)
Level 8: Divine Avalanche -- Acc-I:15(A), Dmg-I:15(9), Dmg-I:15(9), Dmg-I:15(11)
Level 10: Build Up -- RechRdx-I:15(A)
Level 12: Hurdle -- Jump-I:15(A)
Archery/Devices is also very potent early on, but Quick Recovery pretty much seals the Regen scrapper as the best choice.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Lowbie Power: Level 13 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Fitness
Hero Profile:
Level 1: Aimed Shot -- Acc-I:15(A), Dmg-I:15(3), Dmg-I:15(5), Dmg-I:15(11)
Level 1: Web Grenade -- Acc-I:15(A)
Level 2: Fistful of Arrows -- Acc-I:15(A), Dmg-I:15(3), Dmg-I:15(5), Dmg-I:15(9)
Level 4: Caltrops -- RechRdx-I:15(A), RechRdx-I:15(11)
Level 6: Blazing Arrow -- Acc-I:15(A), Dmg-I:15(7), Dmg-I:15(7), Dmg-I:15(9)
Level 8: Aim -- RechRdx-I:15(A)
Level 10: Targeting Drone -- ToHit-I:15(A)
Level 12: Hurdle -- Empty(A) -
Quote:The slow is to prevent them from scattering.Interesting... I have a habit of slotting three damage enhancements, but I can certainly see myself getting away with two, especially if there is something that might be a lot more useful. I'm assuming the slow is to prevent enemies from scattering? I do know that how slow they run has no effect on how frequently they turn around to shoot (it's a lot like Afraid/Fear, being that it used to be very much the same mechanic once upon a time), it just changes how far they travel before they do. I'm seeing that Hot Feet is unable to keep an enemy from running in, hitting me and only THEN getting caught by the Avoid effect, though I suppose with more slow that might be mitigated.
Should I be slotting slows in Rain of Fire, then? Can I even do that?
With one Slow enhancement, Hot Feet caps (or at least stays very close to cap), vs. +2s. It matters, IME. Hot Feet + Rain of Fire should cap up to +3s, IIRC, without any enhancing (and as Miladys Knight already noted, Rain cannot be enhanced for slow).
It is preferable to cap damage in Hot Feet, but without set IOs I do not think it is workable. You would have to sacrifice either Acc, Slow, or End reduction, all of which are more important than that last 15% or so damage. -
Quote:Breath + Ball is a great choice as well, many (maybe most) would say its the better choice. So, why FSC?See, here's what I don't get. Why Fire Sword Circle? I keep seeing that combo suggested to me a lot - Firebll + Fire Sword Circle, and I can't quite figure it out. Why not Fireball + Fire Breath + Rain of Fire, even? Fire Breath does more damage than Fire Sword Circle, even if you account for the 80% chance extra damage. Fire Breath is 109.8 damage at level 50, while Fire Sword Circle is 102.88. And Fire Breath has both a bigger area and one that's easier to full out. A 40 feet, 30 degrees cone comes out to around 418.67 square feet, while Fire Sword Circle's 10 feet AoE is only about 314. That, and Fire Sword Circle can only really hit things immediately around you, whereas Fire Breach can reach quite a ways out.
- It used to have a 1.5 second cast time
- Getting into the middle of the spawn lets you leverage Hot Feet and Blazing Aura and Combustion and Consume and Burn and as Fire primary you can drop Rain at your feet and have everything slow capped inside Rain and Hot Feet
- Getting into melee lets you leverage Fire Sword (and Blaze to a lesser extent, and in the past Blaze was only 20 feet, so it used to be practically melee)
- Some people find it more fun to be in the enemies face
- Teamed (which does not apply to you, but is important in this discussion), you get the benefits of Kins easier and the increased survivability on teams allow you to leverage your higher damage
- You will do more damage with a melee heavy /Fire build than a ranger. It is still slightly better than the ranger (before I11 it was massively better), although it is not enough to matter and playstyle choice is the key (which is a great place to be, both options viable and fun).
Quote:Overall, having just taken Hot Feet, I can see why people were touting the power's virtues. Currently I only have it slotted with a single thing, which is a endurance reducer (and even so it still costs more than most entire defence sets), but I'm already seeing what I was told to look for - enemies run away a lot of the time, and they do so in slow motion. The bad thing is that I'm not seeing nearly the amount of mitigation I heard about, as enemies turn around to shoot at me roughly every two seconds or so (which is fairly normal, from what I've seen of avoid mechanics) and for some that actually matches their attack cycle anyway, but it DOES keep melee heavy hitters off my back, which is good. It does cause some scatter, but I use Rain of Fire, so what's a little scatter anyway?
I haven't had much chance to test it extensively, other than to tell it KILLS my endurance bar, but what I'm seeing so far is encouraging. This might be the change that turns things around, or at least holds me over until I can grab Fire Shield.
Quote:Say, here's an interesting question: If I want to slot it only with single-aspect enhancements, what enhancement should I give Hot Feet? From the looks of it, two endurance reducers are absolutely necessary, and maybe damage at some point would be nice. How about accuracy, though? What about slow?
Level 38: Hot Feet -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Dmg/Slow(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Dmg(46) -
But my second sentence is:
A clear and impressive buff to defenders. I can understand not reading that tome, but the TL;DR read portion is right at the top. -
Quote:The early levels will be a bit slow, since Ice doesn't get its third single target attack until level 28. The mitigation from the ice slows is very good, especially if you keep moving in combat to prevent enemies from getting into melee with you.Hello im new to defenders. I was woundering is there a good emp/ice defender? That can solo? Thank you for your help
Archery and Energy get their big hitter early which is helpful and the KB in energy and the long range of Archery also helps keep enemies out of melee. Sonic is probably the best solo defender secondary. Dark and to a lesser extent Radiation get their snipes early enough to also be helpful. -
Quote:OK. It sounds like you are agreeing with me, so I am not sure why you started with the elegant "screw u".screw u, i want my def to have medium hp, the good ole' days were the best, when buffer defenders <ff/ and now sonics> could actually survive, corruptors, if u havent noticed have much higher base damage then defenders, and the fact that defenders both have low hp and low damage output, is exactly the reason why pvp sux in CoX, honestly on red side, i ALWAYS aim for defenders, y because they r overall the weakest hero in pvp, tankers r almost impossible to kill, scrappers will kill me quickly, and r hard to kill too, controllers, will just cc-lock me to death, blasters have incredibly high dps, soo unless i have cc, i dare not mess with, but deffs, their hp sux, their dps sux, all i gotta do is avoid their debuffs<if they have any> and theyre dead in less then 5 secs, this has always been discouraging to me, because def's were always my fav AT, but atm they r 100% pvp insuffiecient, and if anyone wants to argue against that, take a lvl 30 sonics/dark def to siren's call, i personally gauruntee u will die in less then 30 seconds of being in the zone
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I had a really long post that got eaten when I pushed the wrong button. I am sad and this post will be briefer (which may be for the best).
OK. Spent some time on my lvl 37 Fire/Fire built to melee in order to be more cognizant of current situation. Conveniently, this is a hover blaster, so it is somewhat applicable to your desire.
As a solo blaster, at this level, a mix between range and melee is a better choice. When Aim or Build Up is recharged, it is probably wise to get into melee for Fireball and Fire Sword Circle with BA ticking away. The nastier bosses, usually, will need inspires. You have to be cognizant of when you can and should live in melee and when it would be better to dart in and out.
Blazing Aura is such an end pig and it really frustrates me that it is lower damage and higher endurance than the armored set's version.
I recorded some video, which I will probably put up on YouTube in a day or two, although watching other people play does not appeal to many people.
I dinged level 38, which means I have Hot Feet, which does not excite me much without getting the +recovery procs. -
Scanners sometimes spawn oddly on the first floor of office maps. Even on live I have walked into them and had a floor of all single LTs despite my difficulty being set to Unyielding. I can only imagine what the slider will do to them. I avoided using scanners to test the slider for that very reason, although maybe now would be a good time to bug it again, maybe it will get attention this time.
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Quote:What are you fighting? Different enemy groups spawn differently. Banished Pantheon come to mind as a group that spawns oddly. Council have a tendency to spawn large numbers of enemies, they are always good to fight with a Fire/Fire.Well isn't that just precious? I specifically picked three-man spawns at -1 with bosses in them. And I expected to see, you know, more enemies than I was used to. Fat chance. Almost all of them were +1 (actually making them even con to me) and every spawn had at least one boss, with several having two bosses. This actually made it both harder and slower to move through missions while simultaneously marginalising my AoE even more. Ugh...
Did saying I want to fight bosses cause this? I thought that meant whether bosses would scale down into lieutenants, and I didn't want them to. I didn't think it'd force a boss to always spawn. -
Quote:Keep in mind, I describe Fire Manipulation as I view it and as I feel it can be used to its fullest. You seem to be asking how to use the melee based powers, so I describe that (and that is the way to maximize what Fire Manip brings to the table). You can play with a ranger style if you prefer, Ring of Fire is good enough on its own to justify such a choice (especially if concept drives you to /Fire Manipulation).Honestly, if I could survive it, I'd stay in melee most of the time. I have, however, taken to liking Hover and its ability to keep me away from the absurdly powerful punches so many NPCs throw around. That actually goes for long, drawn-out fights, as well. My primary objective is to kill my enemies before they can kill me, and the longer the fight draws out, the greater the damage I sustain, and I can't exactly afford to sustain all that much. Blessed be my Scrapper hit points, I'll tell you right now, but even they can't keep me alive when I get myself in trouble.
I sincerely hope Fire Shield will turn things around, though I can't take that until level 44.
When in trouble, move right up next to the biggest threat and kill it. When in trouble, get closer to the enemy. When something runs at you, laugh at its audacity and punish its stupidity. This is a difficult mindset to learn.
Definitely use inspires. Reds to make them die faster, purples to make them miss. Use the big hitter (or control power) from your primary to eliminate the most troublesome threat first. If stunned, stagger towards an enemy so you can Sword them when it wears off. If held or slept, keep shooting, Ring of Fire does great damage (if its slotted, which can be hard pre-40).
What is your primary? -
Quote:You could try this:Hello Everyone,
I'm looking for a Fire/Fire/Force IO build that includes Tough and Weave. I've been seeing Fire/Fire blasters that can tank and farm really good and I'm wanting to do this as well. However, I'm having a heck of a time finding a good build for it. Any help will be greatly appreciated!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
All Around: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(33)
Level 1: Ring of Fire -- Empty(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9)
Level 4: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dam%(17), T'Death-Dmg/EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(43), LkGmblr-Rchg+(43)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(25)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(46)
Level 24: Stimulant -- Empty(A)
Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(40)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(31)
Level 32: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(46)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(42)
Level 44: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
Level 47: Force of Nature -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), S'dpty-Def/EndRdx(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 9.38% Defense(Smashing)
- 9.38% Defense(Lethal)
- 12.2% Defense(Energy)
- 12.2% Defense(Negative)
- 5.63% Defense(Psionic)
- 18.8% Defense(Melee)
- 16.9% Defense(Ranged)
- 6.75% Max End
- 3% Enhancement(Stun)
- 55% Enhancement(RechargeTime)
- 59% Enhancement(Accuracy)
- 13% FlySpeed
- 90.4 HP (7.5%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 2.75%
- MezResist(Stun) 8.8%
- 16.5% (0.28 End/sec) Recovery
- 32% (1.61 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 13% RunSpeed
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Quote:Fire Manipulation is pure. It is uncluttered. Up until level 35, it does nothing except that which a blaster is made to do, damage (OK, Ring of Fire has some mitigation, but it does so in addition to lots of damage). While the level 35 and 38 powers do more than just damage, they are primarily useful as damage contributors.Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played.
Damage. There are no holds, no stuns, no knockbacks. It doesn't Confuse or Drain.
There is a simplicity to /Fire Manipulation that is appealing. You are not there to control aggro. You are not there to mez. You are not there to debuff. You destroy.
If you make a blaster to float at the edge of combat, if you want to avoid pain, if you think tankers are supposed to generate the most hate, and if you would like to do something other than melt spawns, Fire Manipulation may not be for you.
If you can focus on destruction, if you can identify and switch targets rapidly, if you believe that this one time you can stand toe to toe with that AV and live, if you have faith that your team will be there, and if you enjoy watching every enemy fall down at your feet, then you might be someone who would enjoy Fire Manipulation.
For you to stay in melee and destroy.
To destroy whatever enemies you drop it on. Yes, it can also be used to help get enemies off you, it is the first power that does more than destroy.
Mass destruction. Since you have committed to living in melee, PBAoEs are the perfect power, easy to use and complimentary to your auras.
Quote:4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?. -
Quote:Total Focus's Energy damage is normally 71.9% of the total damage.How are they consistent when you have Total Focus doing 76% energy damage when Strongmen have a resistance value of 1.00 meaning you are't getting any extra damage? Where is that extra 6% damage coming from because I have consistently noticed TF does 70% energy damage.
I'm not doing this for argument sake, I am just trying to understand why your damage output is different from mine when the power is the same for each of us.
As a lvl 41 blaster I should do 51.71 sm damage and 132.39 en damage to an even con.
Strongmen's 20% smashing resistance reduces the smashing portion to 41.36.
Therefore, the Energy portion is now 76.2% of the total damage dealt.
That is what happened when I beat on them in a radio mission and that is what the in-game numbers say and that is what City of Data says and the enemy resistance numbers match Culex's spreadsheet. -
Quote:Oh, Gaussian's is looking like it needs another few runs through.Perhaps. I could see some short Ouroboros mission at a high difficulty setting becoming the new standard, as it would be more representative of what you might face in game. No temps, no inspirations, some time limit, exiting the mission not allowed. So you can't hit the hospital, but you can use a self rez. Some enemy group with something nasty for everyone. You could use Unstoppable on every spawn, except that you'd run out of time. Etc.
On the other hand, custom encounters in AE could have easily replaced the RWZ challenge, and didn't. So it might survive custom difficulty levels too. -
Quote:My numbers are consistent with expectations.Something is odd on your numbers though. Total Focus is a 70/30 damage split and yours is very different on each enemy. The Freakshow resistance weakness to energy is the same on each freak and yet you also have variance there as well.
Strongmen have 0% En resists and 20% Sm resists.
Juicer Freaks have -30% En resists and 0% Sm resists.
Tank Smashers have -30% En resists and 25% Sm resists. -
This is my superspeed character. I used to use Superspeed in combat, but since suppression I was unable to play properly that way, until IOs. I used to use Whirlwind too, which was very much in concept, but when they turned it into knockback it lost it luster. I kept it anyway, until they made MoG good, I pretend the high defense is me moving very fast.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Aquiel: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 1: Fast Healing -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(7), Numna-Regen/Rcvry+(15), Numna-Heal(40), Numna-Heal/EndRdx(40)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Rchg(25)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(36)
Level 6: Hurdle -- Jump-I(A)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(37), GftotA-Run+(37), GftotA-Def(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Dull Pain -- RgnTis-EndRdx/Rchg(A), RgnTis-Heal/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(36)
Level 14: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(39)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Heal-I(17)
Level 18: Reconstruction -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Heal/Rchg(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(39)
Level 20: Build Up -- HO:Membr(A), HO:Membr(21)
Level 22: Swift -- Run-I(A), Run-I(37), Run-I(43)
Level 24: Kick -- Empty(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(29), KinCrsh-Dmg/KB(31), KinCrsh-Dmg/EndRdx/KB(43)
Level 28: Instant Healing -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(29)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(34)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), KinCrsh-Dmg/KB(34), KinCrsh-Rchg/KB(34)
Level 35: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43)
Level 38: Moment of Glory -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(39), GftotA-Def/Rchg(40), GftotA-Run+(46)
Level 41: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(45)
Level 44: Stealth -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(45), GftotA-Run+(45)
Level 47: Resilience -- Aegis-ResDam(A), Aegis-ResDam/Rchg(48), S'fstPrt-ResDam/Def+(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), GftotA-Run+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-RunSpd(A), QckFt-RunSpd(21), Clrty-EndRdx(42), QckFt-EndRdx/RunSpd(46), Clrty-Stlth(48)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 6.13% Defense(AoE)
- 41% Enhancement(Accuracy)
- 12.5% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 10% FlySpeed
- 210.8 HP (15.7%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 11%
- 6.5% (0.11 End/sec) Recovery
- 88% (4.92 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 81% RunSpeed
-
Quote:Either your enhancements are different in the powers (and the numbers you listed suggest this is true) and/or you failed to take into account defiance. You are also incorrect about Freakshow, even with their resistance to Smashing and weakness to Energy, BS + EP comes out way ahead.Just to give you some numbers that I got from playing around on the test server with my Fire/EM Blaster who is no longer on the live server since I deleted her.
Against level 42 Carnival Strongmen (even level)
Round one:
Energy Punch + Bone Smasher = 244 combined damage
Total Focus = 308 energy/smashing damage
Round two:
EP + BS = 282 combined
TF = 361 damage
Round three:
EP + BS = 246 combined
TF = 308 damage
Now I know these are not a large sample size, but the damage difference is very consistent. I am not saying that someone NEEDS to take Total Focus, but the damage from that one attack is consistently better than Energy Punch and Bone Smasher combined.
Had I done this on Freakshow the damage from TF would have been even higher and the gap larger.
Against lvl 41 Strongmen (even con), with no damage enhancing and no defiance:
Total Focus - 41.36 sm, 132.38 en = 173.74
EP - 41.36 sm, 49.64 en; BS - 75.29 sm, 40.33 en = 206.62
More damage in less time for BS + EP.
Vs. a level 41 Juicer Freak
Total Focus - 51.71 sm, 172.1 en = 223.81
EP - 51.71 sm, 64.53 en; BS - 94.11 sm, 52.43 en = 262.78
More damage in less time for BS + EP.
Vs. a level 41 Tank Smasher
Total Focus - 38.78 sm, 172.1 en = 210.88
EP - 38.78 sm, 64.53 en; BS - 70.58 sm, 52.43 en = 226.32
More damage in less time for BS + EP. -
Quote:Burn only grants protection from Immobs. Kins have Increased Density, which protects you from Immob, Hold, Stun, and Knockback (but it only lasts a minute per application, so its a bit tricky to keep up on bigger teams, although in a duo its pretty easy).Can you confirm that burn will break a mezz? I read in a post that it does not do that!?
Both Blazing Aura and Hot Feet shut off when mezzed, so its best to have preemptive mez protection, although I quite merrily just plunge forward on teams where I do not have that and turn the toggles back on as I can. -
You seem spot on with your observations. In a build where you plan to leverage Hot Feet, Blazing Aura, and FSC, I would recommend dropping Fire Breath. You normally want to be in melee and starting from range or bouncing back out to range in order to leverage the cone is counter-productive to that end.
Stamina. Unless you plan on staying with that Kin all the time, I cannot imagine going without it. High recharge will get Consume back faster, but it also means you can (and probably will) use FSC and Fireball more often. Hot Feet and Blazing Aura use an obscene amount of endurance. Tacking Tough, Charge Armor, and Weave on top, and then using FSC and Fireball will make the blue bar go down very, very fast.
I am not sure the PS +End proc will work in Shocking Bolt (but I am pretty sure it will work in Consume), I think it grants the +End to the enemy instead.
Aim. You should not skip this. Fire Sword. I recommend it highly, I would not think of skipping it on a build with both Hot Feet and BA; if you are going to be in melee, you should not skip one of the best attacks.
Specifically for your build I would - Drop 3 of the following 5: Breath, Inferno, EM Pulse, Blast or Flares. Pick up Stamina, Aim, and Fire Sword.
Here is my melee centric Fire/Fire build for further ideas.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Betty Sizzle-Purples: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Apoc-Dmg(17), Apoc-Dam%(33)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Hold%(33), HO:Centri(34)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg(9), Posi-Dam%(9), Ragnrk-Knock%(27)
Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Acc/EndRdx/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dam%(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43), LkGmblr-Rchg+(46), LkGmblr-Def(50)
Level 10: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(13), Armgdn-Dmg/Rchg(13), Armgdn-Acc/Rchg(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), Numna-Heal(43), Numna-Heal/Rchg(43), RgnTis-Regen+(46)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 18: Blaze -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(19), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(23), Dev'n-Acc/Dmg(23), Dev'n-Hold%(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Consume -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg(29), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(31)
Level 32: Recall Friend -- Range-I(A)
Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36), Sciroc-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(37)
Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Dmg/Rchg(39), TmpRdns-Acc/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(42), G'Wdw-Hold/Rng(42), G'Wdw-EndRdx/Hold(42)
Level 44: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
Level 47: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(50), TSM'n-Stlth(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance