StratoNexus

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  1. I pretty much play my Nrg/Devices mostly as Nrg blast, although that is not really a fair statement. I run Targeting Drone and Cloaking Device all the time. I use Caltrops almost as often as they recharge. I try to get Gun Drone down as often as it recharges. So that is 4 powers from my secondary I use fairly regularly, but two are toggle on and forget and one has a pretty long recharge.

    When teamed I will often use Trip Mine. I actually use the mines more teamed than I do solo. I use it because it makes me giggle. I am seriously hurting my kill speed, but I just can't help it. The explosion makes me happy. Unless we really need me to concentrate on DPS, I'll even do it to AVs (and really, most teams can smash AVs plenty fast that it is not noticeable if I am stinking it up by using two trip mines during the AV fight). If I need to get "serious" about killing quick, I'll stop using Trip Mine.

    I have and use Taser on occasion against a nasty enemy I want hard control on, although I usually just rely on the knockback from energy (you will have Cosmic Burst which would stack nicely with Taser to mez a boss).

    I rarely use Web Grenade, but it can be handy on occasion (in the early levels Web nade was much more useful). I do not have and do not recommend Smoke Grenade or Time Bomb.

    I'd think you would do fine running mostly a Rad blaster who supplements with the /Devices powers. I strongly recommend getting Hasten early, as you will want to make sure your primary recharges quickly, since you will be relying on it a lot (I did that with my Nrg/Devices and I am very glad I did).
  2. No toggle, no mez protection tanker build is kind of outside the realm of the norm, don't ya think? I know I would not want to give advice out based on that kind of build. Fun and interesting, but not a good representation to hand out advice from in the general sense.
  3. What I sometimes have to do on my WP characters is bounce out of the spawn for 3 to 7 seconds. I pretty much do it by sound anymore. If I hear a lot of swords connect, I know without looking (although I still do usually look) that my defense is debuffed dangerously. I'll leap right out of the center of the spawn and kite it for a few seconds. This is tough with WP, because you want to be in the middle getting the RttC regen buff, but the damage from Romans can and will come in too fast if you stay in melee once debuffed. I will often pop a purple as I am kiting (very needed on my scrapper, not as much on the tanker), so that once the debuffs wear off, I can re-engage with more confidence.

    With Katana, you may not need the purple inspire, you may be able to use DA while kiting.
  4. StratoNexus

    Snixnix's build

    I know that with perma-eclipse it is not a big issue, but I am wondering why you chose Penumbral Shield over Twilight Shield? Since Nrg damage is much more common than Fire/Cold/Toxic combined, I would think Twilight might be the better choice generally, but my experience here is limited.
  5. Bug - Demons - Demon Prince - Frozen Aura. This power is a PBAoE damaging attack with a sleep side effect. It does not accept Pet Damage sets despite the fact that it is a pet damage power. It should accept Pet Damage sets as well as Sleep sets.
  6. StratoNexus

    SS/EA/Soul Brute

    Final Build

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Maximum Pain: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(11)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(13), T'Death-Dam%(50)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(13)
    Level 6: Boxing -- Empty(A)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Stimulant -- EndRdx-I(A)
    Level 14: Aid Self -- RgnTis-Heal/Rchg(A), Dct'dW-Heal/Rchg(15), H'zdH-Heal/Rchg(15), IntRdx-I(19), IntRdx-I(34)
    Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(39), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(43), Mocking-Rchg(43)
    Level 18: Rage -- HO:Membr(A), HO:Membr(19)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(31)
    Level 22: Dampening Field -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(37)
    Level 24: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Energy Drain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/EndRdx(29), Efficacy-EndMod/Rchg(37), Efficacy-EndMod(40)
    Level 30: Energy Protection -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(36)
    Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    Level 38: Overload -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), RechRdx-I(39), Numna-Heal(42)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-Rchg/EndRdx(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Total Radial Revamp
    ------------
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Brawl -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)



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  7. Many (maybe all?) blaster primaries can solo certain AVs irregardless of the secondary. Until I20 is released it is likely that only /Mental can solo GMs. After I20, it seems possible that other blaster sets may achieve the needed DPS to overcome GM regen rates (although it would still be easier with /Mental).

    It may be possible for non /Mental blasters to solo GMs currently with the use of Envenomed Daggers, but I think it is unlikely.
  8. Quote:
    Originally Posted by SarelFox View Post
    Edited: Although if someone wants to show me an elec/earth/Primal Forces build that has decent defense and Perma-Dom I'll certainly give it a try!
    Can you post yours to give a starting point?
  9. Electric Blast does everything good, but nothing great.

    It has good AoE output, but it is not Fire, Rifle, Archery, or Pistols.

    It has good control, but it is not Ice, Sonic, Dark, or Energy.

    It has good long term AoE control/debuff (whichever you prefer to call it) with the end drain, but it takes a while to set-up, so it is not as quick as the AoE mitigation provided by Sonic and Dark.

    It's single target output is good, and even great once you factor in VS, but that is less useful when steamrolling than Blaze, Blazing Arrow, Bitter Ice Blast, Power Burst, Shout, Cosmic Burst, and Executioner's Shot. I have and use VS on one character, but even I have to admit its short duration and long cast time can be annoying.

    I love Electric Blast and find its versatility makes up for its lack of specialization. That being said, it can at times feel lackluster during those times you are looking for something more specialized.
  10. Quote:
    Originally Posted by Katten View Post
    Quick question: Does cardiac effect the endurance usage of the pets powers? Biggest reason I'd choose that if it does is to keep support bots in the game, they run out of endurance and become inefficient fighters/support too easily on basic SO slotting IMO.

    Otherwise Nerve would be a close second (bots/traps) for more defense and to make sure every hit lands (just as good or better than slightly more damage as far as I'm concerned).
    The Cardiac does indeed effect the pet's end use. It has been a major blessing on my Demon/Storm as the Demon Prince and to a lesser extent the Ember Demon have had issues because Blood Mandate fails to help several of their more expensive powers.

    If you have pet endurance woes, Cardiac can be huge.
  11. This makes so much sense to me. My build currently sits at 75% + Hasten and I am almost always Dom. I only lose it every three missions or so. I have no purples slotted, so if I ever get the desire (and extra influence) I can make up that extra 5% in order to get it working better. Thank you all for the information, very handy.
  12. Quote:
    Originally Posted by Shawn Sage View Post
    If so, and if I'm not incorrect in my thinking that Brute damage will be better with similar IO investment, is there a reason that I'm missing to choose my tank?
    Brute Knockout Blow does not have a 17 foot radius taunt effect that can hit up to 5 people?

    The brute will do more damage, the tanker will have better aggro control. The brute's aggro control will likely be plenty good normally. It is easier to build to caps with the tanker and newer content will reward some of the higher values a tanker will bring to the table defensively. Newer content is seeming to encourage movement at some critical junctures. So fury generation while still handy and strong will occasionally be compromised (which is a good thing, IMO).

    Which one do you like more? I'd choose that one.
  13. Quote:
    Originally Posted by ShadowsBetween View Post
    The emote only works if you want to make your pets run a fairly stupid emote every time you stop moving. And for the record, I hate the slurping sound more than the howling.
    There are plenty of other emotes you can use instead.
    I like slapreact and drumdance myself. But you can choose one that suits your taste.
  14. Quote:
    Originally Posted by mauk2 View Post
    That, yes, and the heal/end recovery power on a seventeen second timer. It's not a STRONG heal by any stretch, but hey, it's SOMETHING. Plus it's not in the least gimped on damage, either.
    You should slot Energy Drain for healing. It is a great heal slotted and for a Brute at the soft cap is quite impressive. Surrounding yourself with enemies is quite normal and if you slot for the heal you will heal for 60% of your health bar with 10 enemies, 30% with just 5. It is very nice.
  15. Quote:
    Originally Posted by Nyx View Post
    Demons are loud

    Demons need a shut up emote called "Shut the Hell Up"
    Aaaaarrrooooaaaarrrggghhhhh!

    /macro Shh! "l Silence slaves!$$e alakazam$$petsayall <emote slapreact>"
  16. Quote:
    Originally Posted by mauk2 View Post
    This is a poorly understood strength of Willpower: RttC should always include debuff slotting in defense-oriented builds.
    I disagree with slotting RttC for the debuff.

    RttC provides 3.5% to hit debuff base. Adding a slot for the debuff grants you 0.9% extra debuff. Against even cons.

    Against +2 enemies I am looking at 2.8% base vs. 3.5%, which means the slot was worth 0.7% extra debuff.

    I think the slot(s) can be used better somewhere else in the build.
  17. OK. I pulled the trigger on my respec, with a few modifications to the above build.

    As much as I loved the cone, I decided to forgo it and try to play without it. I was able to get 2% more HPs, 0.26 more end recovery, 3% more range defense, and better slotting for the pets. I did lose 6% recharge and 9% Accuracy, the Accuracy was superfluous and I think I can live with the recharge level as is.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cranky Carl: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(40)
    Level 1: Absorption -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42)
    Level 2: Gravity Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11)
    Level 4: Orbiting Death -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 6: Shadow Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(37), Ruin-Acc/Dmg/Rchg(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 10: Boxing -- Empty(A)
    Level 12: Dark Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 14: Sunless Mire -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 18: Gravity Well -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(43)
    Level 20: Shadow Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(34)
    Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), EndRdx-I(25)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Unchain Essence -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Dmg(29)
    Level 28: Inky Aspect -- Amaze-Stun(A), Amaze-Acc/Rchg(34), Amaze-Acc/Stun/Rchg(36), Amaze-EndRdx/Stun(45), Amaze-ToHitDeb%(46)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
    Level 32: Dark Extraction -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(46), ExRmnt-+Res(Pets)(48)
    Level 35: Stygian Return -- RechRdx-I(A)
    Level 38: Eclipse -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
    Level 41: Nebulous Form -- Winter-ResSlow(A)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- EndRdx-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Shadow Recall -- Range-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Acc(45)
    ------------



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  18. Quote:
    Originally Posted by Deus_Otiosus View Post
    I also didn't consider until now that other melee characters might not be softcapped as well. I wonder if other people in this thread have.

    What happens to melee players who are not softcapped on this encounter?

    Now they are both unable to attack BM directly for any extended period of time, and are probably not very suited for dealing with entire packs of swords on their own either.

    All of those buffs that earlier in the thread you mentioned squishes might not be in range for? The melee player might not be in range for them either.

    How useful is this character?
    Armored ATs are armored. You do not need to be soft-capped defense to be a viable, survivable, armored character.

    Sure you may have melee ATs along that are not uber. My Kat/Regen/Blaze for example. She is IOd to the gills... for run speed. She has a modest level of global recharge (27%) and that is all she gets from IOs that helps her survive. But I feel much stronger on her than many of my squishies. I can't be knocked down. I can't be stunned. I can use my secondary to help me live.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    IMO? Not very. I've seen several melees who were clearly not IO'd and not prepared for this fight spend more than 50% of the encounter face down.


    I'd like to know why my Softcapped to SM/L Corr would be considered by some to be an outlier in terms of performance, and yet that's not really considered when we discuss the melee side.
    I think there has been a running bias in this thread the melees should be able to take care of themselves. Not everyone has a self heal, not everyone is softcapped.
    You cannot seriously argue against the fact the armored ATs are much more survivable and capable of mitigating damage. They get an entire powerset devoted to mitigation. They have higher HPs. Soft-cap defense and/or a self heal are not needed to be reasonably sturdy and able to gather some of the aggro.

    That being said, Apex is designed to be tougher than your normal stuff. It does indeed expect more than the baseline SO performance (although more than SOs is not required, this TF is not strictly designed like past TFs, a good IO build is definitely preferable here and some level of incarnate ability is also a good plan).

    Quote:
    Originally Posted by Deus_Otiosus View Post
    I don't expect 100% all of the time, and I'm sticking my neck out with this statement I'm sure - but I think that all but the best melee players in this game would be hard pressed to actually get more than 50% of the amount of attacks they normally get off in an AV fight onto BM in this encounter.
    Even if a melee is only getting 20% of their normal damage on the AV, if they are helping to kill the the warriors when BM is off the map, and gathering as much aggro as they can while she is on the map, they are still contributing a great deal.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Which is why I set the balance point to 3 targets. That's the number you'd face solo most of the time. In any other situation, you'd likely face more on average, even as a stalker. Even if you're only attacking one, there should be two more somewhere nearby within the range of ED much of the time.
    Is that a reasonable assumption to make for a stalker? 3 targets seems too high. After all, I believe stalkers are balanced around facing 2 targets, not three, since one of those 3 dies before aggro exists.

    While a stalker could choose to use ED as an opening move (hopefully the spawn is all close enough to get them in the 12 foot radius), it seems unreasonable to balance the power on that premise.

    OTOH, they added a taunt component to brute ED (for which I am much obliged). Maybe they could buff the radius of stalker ED to 15 or 20 feet (I thought maybe they could allow it to not notify spawns or break hide, but the end drain component could be exploitable, so I went with the radius increase instead).
  20. Quote:
    Originally Posted by Leo_G View Post
    Would it be out of step to alter Conserve Power to a Fiery Embrace type power? That is, a click that has a smaller endurance discount bonus but adds an energy damage component to all attacks for a shorter duration. So you don't have to push the sets survival up from 'good enough' to 'better than the competition', the set gets added utility as a damage set and hey, more offensive armor sets is always nice!
    That is a fabulous idea.
  21. I do not think I'd change anything (maybe slide the range enhancer out of Breath since you have perma boost range and use it either in Hasten or to 2 slot Aim with Adj Targeting: rech and tohit/rech). But as an alternative to think about:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Delta Farce: Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
    Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(15), Posi-Dmg/EndRdx(15)
    Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(21)
    Level 6: Build Up -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(9), GSFC-Rchg/EndRdx(11), GSFC-Build%(23), GSFC-ToHit(23), GSFC-ToHit/EndRdx(42)
    Level 8: Rain of Fire -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
    Level 10: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg(31), Mako-Dmg/EndRdx(31), Mako-Dam%(33)
    Level 12: Boxing -- Empty(A)
    Level 14: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(34)
    Level 16: Aim -- RechRdx-I(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(39)
    Level 20: Tough -- HO:Ribo(A)
    Level 22: Combat Jumping -- Ksmt-ToHit+(A)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Aid Self -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(34)
    Level 28: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(39)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(42)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Rchg/Hold(45), Lock-Acc/Rchg(45), Lock-Acc/Hold(45)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(46), ResDam-I(46)
    Level 47: EM Pulse -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(48), Stpfy-EndRdx/Stun(48), Stpfy-KB%(50), Stpfy-Stun/Rng(50), Stpfy-Acc/Rchg(50)
    Level 49: Surge of Power -- RechRdx-I(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 4: Ninja Run
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Acc(48)
    Level 1: Sprint -- ULeap-Stlth(A)



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    You gain 3% HPs, 15% sm/le resists, and 5% defense, but lose Flight (a big loss, IMO), a pulling tool, and Conserve Power (with boost range, regular blasts pull great too and the build looks to have gobs of endurance anyway). Also 8 feet of range in Breath and 4 seconds of recharge in Rain are lost. I think I'd keep your original, but it is something to consider.
  22. Base Raids.

    Which is actually just a subset of a larger point, a variety of PvP games is what is needed to make PvP fun.

    Almost all PvP outside of base raids is a kill count game. While I like that game too, I do not like the weight it has in CoH PvP.
  23. Quote:
    Originally Posted by Deus_Otiosus View Post
    My argument is that this encounter does in fact marginalize what melee characters bring to the table.

    I'm not saying you can't do it, I'm saying that the fight marginalizes what Melee ATs do.
    I think you go too far when you say it marginalizes what melee ATs (by which you mean the armored ATs) do. It makes them less than optimum damage dealers during the Pylons and the BM fight. During the clockwork and warwalkers they can fulfill all their roles to the highest degree. During the Pylons and BM, they can fulfill the aggro control role to the highest degree and their damage role to a lesser degree.

    My Fire/Fire blaster works the same way. My primary role of range damage works very well. My secondary role of melee damage is less functional. In my case, I built to be primarily melee, so I lose quite a bit on that character by ranging (which is why I leap in on BM when I can). While I can try to aggro control to an extent thanks to the AoEs, I am not built well enough to manage that kind of aggro (without a goodly set of buffs).

    Having the damage dealing role of melee attackers be lessened does not marginalize the ATs. It does make them less than optimum at a certain level, but less than optimum is a far cry from marginalized. Usually one or two armored ATs can maintain enough aggro control, and while dominators, blasters, VEATs, and Khelds have other options, the range attackers/debuffers do shine brightly in these encounters. Each AT can function well, they just have to realize that they may have some skills that are more important than they are used to and some which are less important than they are used to.
  24. Quote:
    Originally Posted by Deus_Otiosus View Post
    Fortunately for me, I'm skilled at doing this on my Fort, who also pumps out ranged PSI damage vs. BM, and brings valuable utility to the entire team for the entire TF.
    Awesome. That does not invalidate the fact that brutes, tankers, and scrappers are also very good at aggro control. If you feel you must play your fortunata because they are "better" in this one encounter of the TF, then that is fine. I think the other armored ATs can handle the job just fine, but I can see how a fort has a range advantage.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Hell, my Fire/Rad Corr is softcapped to SM/L and kept aggro with fireballs, toggles & RoF. It's not hard.
    Doing aggro control with a squishy is great. I am glad you look out for the rest of your team. It is most excellent that you prefer your fort and corruptor on the Apex, range attackers do have their advantages.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    If you are a ranged character on a primarily ranged team BM should almost never even get close to touching you.

    Now it's just a fight, with a lot of jumping involved. It's easily timed, and unless you simply have poor mobility, the swords/minions should never be an issue.

    Neither my Corr nor my Fort experiences any of those things - and in fact, I purposefully drew aggro on those characters (because they can take it) to protect other ATs/Players who didn't seem to have a similar ability to defend themselves.
    Most people are not as decked out as you. They do have trouble with warrior and sword aggro. I am glad you can choose to tank those mobs with a squishy or a fort. Most people will rather tank with a scrapper, brute, or tanker. The joy is, you can bring them all and they are all useful.