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Posts
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Try slotting 2 end reductions in your attacks, and 1-2 in each toggle.
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You don't need a farming toon. You can farm alignment merits with any character capable of stealthing to the ends of missions. I have done it on my Defenders.
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I saw those two sentences that said what you are doing now, but your build suggested you wanted to play outside of AE.
If you are only farming in AE, you only need fire defense and recharge bonus. Search for "fire farm" in AE to find the maps that will be best for you. -
Super Reflexes is the poor man's defense set. Shield Defense is more expensive to soft-cap, but Against All Odds makes it worth using if you can afford the builds.
For a primary set, I prefer sets with damage buff powers that can be made almost permanent. The 10-second build-up powers are just too short. Dark Melee and Kinetic Melee are more of my flavor for Scrapper primaries, but Claws and Dual Blades can be fun too. -
The problem is you're assuming they will hit their damage caps or be at them all the time. In actual pick-up group gameplay, I find kinetics players to be fairly rare on my server. Good kinetics players are nearly impossible to find. They usually press Fulcrum Shift when most of the spawn is already dead. So, the only way to reliably hit the damage caps is to play as a kinetics.
Corrupter Fulcrum Shift: 40% + 20% x 10 = 240% bonus
Defender Fulcrum Shift: 50% + 25% x 10 = 300% bonus
Even a good kinetics player won't always be in range of the full 10 targets when they press Fulcrum Shift. Try running your numbers again with those damage bonuses from buffs, then look at the numbers with 5 FS buffs, and no FS at all (being a non-kinetics combination). Don't forget to include the 30% damage bonus Defenders get while solo from their inherent power.
Quote:This I'm curious about though. Do you mean Elude? Benumb won't reduce the amount of +res that Unstoppable grants an AV, but if they're hit with Benumb before they activate a defense based godmode, they'll get less defense from it than they normally would. Benumb does -special and resistances aren't affected by + or -special, whereas defense is.
Unstoppable should be giving him 70% to all resistances, not 7%, but Benumb works on resistance buffs. The buffs labeled "Resistance" are not affected by Benumb because they were on him before Benumb was. Those are the inherent resistances the Cyclops has. -
The OP may have been spoiled by Super Strength's Rage buff. The to-hit bonus from Rage makes all other sets feel like they miss too much. In my experience, all sets without permanent to-hit bonuses will feel like they miss too much until you get accuracy set bonuses from slotting for recharge bonus. This usually doesn't happen until 47-50.
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Is this a trick question? You have more attack powers than you need. Touch of Fear and Cloak of Fear are probably not needed. Shadow maul is not a very good attack. Achieving enough recharge to run a good attack chain would remove the need for Shadow Maul completely. Cloak of Darkness and Weave would help a lot for defense. Even if you hate the RNG, adding defense is the most effective way to add survivability to a character.
Unless you remove the quoted restriction, your build will be difficult to improve. I wouldn't be satisfied with the quality of the build without adding Weave and Cloak of Darkness. I don't like to post builds that I'm not satisfied with. -
There is no variation between enemy groups. Certain enemies have perception buffs which see through stealth. Most enemy groups have between 0 or 1 critter type that you will find with a perception buff. The rest of the critters only follow normal LT and boss modifiers. A couple enemy groups have perception buffs on every one of them, like Rularuu and Praetorian Resistance.
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You still haven't said what your intended use for the character is. Your endurance use is still too high and will likely make this character less than enjoyable. I have posted a 32.5% S/L and E/N, as well as a 32.5% melee/ranged/aoe build in the past. If you are just trying to do general content, look for one of those. If you are trying to farm, fire defense and recharge are the only set bonuses you need.
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Quote:This is a misconception. I don't feel like going into detail on the math, but Corrupter and Defender damage is about the same, for the most part. A few powers are better on the Corrupter. Defender buffs are stronger. The only limitation Defenders have is the lower damage cap, but Corrupters struggle to reach the same damage bonus if they are Kinetics.I dig cors because the have the mitigation blasters don't get and the damage output that defenders don't get.
My only non-melee character is probably the best support combination in the game. Healing is worthless if you can't out-heal damage, so mitigation buffs (defense buffs) are needed. DPS is nothing if you can't beat regen, so regen debuffs are needed. Tanks are nothing if they die to the AV, so damage debuffs are crucial. The AV dies slow normally, so damage buffs or resistance debuffs are important. The set that has the most resistance debuffs while providing defense buffs and an amazing multi-debuff is Cold Domination. Pair it with Sonic Assault and everyone on your team will be hitting for double of what they currently do. No other combination can debuff resistance that well. No other combination can debuff resistance while buffing the team's defense. No other powerset has anything as powerful as Benumb, which can almost negate an AV's unstoppable.
The upcoming patch will make it easier than ever for bubblers or kinetics players to hand out their best buffs. -
This is not accurate. Obtaining enough stealth bonus (usually a stealth power and a stealth proc) can make it so no critters (minion up to boss) can see you without a perception buff. The OP was using enough stealth to not be noticed, but apparently Fury is what caused mobs to be notified of the OP's presence. My Defender and Scrapper have absolutely no issues standing in the middle of a spawn of critters, as long as none of them have perception buffs.
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I have noticed an unusual amount of critters seeing through stealth too. I use Super Speed and a proc in Sprint. Combat Jumping is better slotted with a LOTG. The Stealth Power isn't needed if you have Super Speed and Hasten, unless you use Stealth for the defense bonus.
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It is difficult to determine what you are trying to do with the character. You mentioned farming, but you don't have good fire defense. Your S/L and Melee defenses are high, but not at one of the "sweet spots". Without knowing what you are trying to achieve, it is hard to give more than generic advice.
Your toggles are slotted poorly, which has led to your endurance use being almost the same as your recovery. I usually put at least 3 slots in my togges. If I'm going for a 3-slot bonus, I use the x/End, x/End/Rech, and x enhancements from a set. The x is the type of power: defense or resistance. Also, you are over the fire resistance cap for Scrappers. You don't need Temperature Protection, but it does make a decent mule power for a 3% defense IO.
You mixed a lot of melee defense with S/L defense sets. That is not very efficient. First, the game only looks at your highest applicable defense category to determine the hit chance on any given attack. If an attack has melee, smashing, and fire damage, only your melee defense will be looked at in your current build. Most melee attacks have a S/L component to them. A vast number of ranged attacks also have S/L in them. If you only have room in your build for one type of defense, getting just S/L defense will protect you in the most content. If you have room for two types, get S/L and E/N. If you have room for three types of defenses, go for all three positionals.
The "sweet spots" for defense I mentioned above are 45%, 32.5%, and 20%. Non-incarnate content critters have a base to-hit of 50% and the minimum hit chance before accuracy modifiers is 5%. This means any defense beyond 45% does nothing in most of the game's content. One small inspiration gives 12.5% and they can be bought many vendors. Using a small inspiration while you are at 32.5% will bring you up to 45%. Using two small inspirations (or one medium) while you are at 20% will bring you up to 45%. Obtaining 40% defense then using an inspiration means all the sets you used to go from 32.5% to 40% are effectively wasted in most of the game's content.
If your character is only going to be used for AE farming, you only need fire defense. Find a good fire farm map and leverage your fire resistance for maximum survivability.
You have a lot of set bonuses that are not adding anything significant to your character. Damage, recovery, regeneration, and healing bonuses are not worth chasing on this character. That means, don't end a set on one of those bonuses. Go for defense or recharge bonuses and if you happen to get one of those on the way, then good for you. One example set is Impervium Armor. It adds .042 end/s recovery. Your Fire Shield power consumes .209 end/s. That means it takes five of those bonuses just to offset one toggle and you're running so many toggles that you barely have 1 end/s net recovery (with Focused Accuracy off) to use on attack powers.
The Ragnarok proc is useless in Energy Torrent. A KB magnitude of .67 means it is a knockdown. The chance for knockdown in Energy Torrent is 100% -
Definitely make it your lowest slotting priority. Slots are precious and leaving any other power underslotted would be worse than leaving SoW underslotted. It is a great power to use as a mule for a 3% defense IO, as ultrawatt mentioned.
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It would seem that your shortcut link is invalid on your desktop.
Open up the launcher, right click on City of Heroes, and select add desktop shortcut. After that, you can close the launcher. Right-click on the CoH icon and select properties. Add /LaunchGame=CohBeta to the target field inside of the quotes and put a space before it.
I could be wrong about those instructions and cause you to lose your live build of CoH. I have never played on the test server or beta server. Use those instructions at your own risk. -
This would be better to ask in the technical issues forum.
The best guess I can give is it may be packet loss, or issues with a node between you and CoH servers. Your ping looks slightly high for playing in the U.S. Knowing where you are located may help determine if your ping is a symptom of the issue or normal for where you live.
The best you can do on your end is make sure nobody else is using your internet connection. If it is wireless, secure it. If you have family on the network, turn their computers off while you troubleshoot. Also, make sure you don't have any torrent programs running. Make sure your computer is virus-free. -
Desired set bonuses would depend on the rest of the build. Maybe you are over the defense soft-cap and don't need a certain type of defense. Maybe you passed the rule of 5's on 5% recharge, making it tough to justify an Obliteration set. It would be hard to give truly good advice without seeing an entire build. All we can do is tell you what sets are good in general, but they may not be the best for you.
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Quote:That's exactly what he did. Without the build-up proc, he has 15.9% to-hit and 33.9% damage bonus. Even those numbers aren't accurate because they don't include Soul Drain.These numbers strike me as strange - I'm guessing that tactics is toggled on, so is showing the effects of the Build Up proc in your totals there.
The most important thing a DM/SD player can do is get good at leveraging Soul Drain. For most builds, hitting just one target with Soul Drain should give enough to-hit that you will have capped hit chance on +4's. Hitting more targets with Soul Drain becomes important for the damage bonus, not the to-hit buff. Since the damage bonus is not enhanceable, small damage bonuses elsewhere in the build rarely make much of a difference. Procs and individual power slotting make more of a difference between DM/SD players.
I don't like Nightchill's build. It lacks 6 Gaussians, which is the most efficient set for defense per slots expended if you don't include the 3% defense uniques. The build also has high endurance use, partly because Maneuvers has no endurance reduction. The more expensive build has the same issues and does not have any advantage against debuffers over the first build. They both achieve over 90% DDR. -
Quote:what is the minimum recharge needed to run the gloom>haymaker>KO blow>gloom chain?
When you end an attack chain, you start over at the beginning. Powers don't start recharging until they finish animating, so doing two Glooms in a row isn't possible without a pause.
If you meant the attack chain mentioned above that is Gloom -> Haymaker -> KO Blow -> Gloom -> Haymaker -> Burn, I can help you figure that out.
Each attack has to be figured out individually because they will be slotted differently and they have different base recharge times and will be used at different times in a chain. The first thing you need to do for each attack is figure out the shortest amount of time required for each power to recharge in. Doing this will require you to turn on Arcanatime animation times in Mids' options or you will think you need more recharge than you really do. Just remember that a power doesn't start recharging until it finishes animating. A spreadsheet should help keep things organized.
So, compare the times you use Gloom. It either has to recharge while Haymaker and KO Blow are animating, or while Haymaker and Burn are animating. Which one is shorter?
To figure out how much bonus is needed to achieve a certain recharge time:
(Base Recharge Time / Desired Recharge Time) - 100% = Required Recharge Bonus
Keep in mind that no power can recharge faster than 1/5th of its base recharge, so recharge bonus beyond 400% does nothing. Reaching 300% recharge bonus is difficult without outside buffs.
The equation for the time it takes for a power to recharge is:
Base Recharge Time / (Total Recharge Bonus + 100%) = Recharge Time
Total recharge bonus includes slotting, set bonuses, and buffs like Hasten. Total recharge bonus can be viewed in Mids' totals window. The 100% is in there because all powers recharge in 100% of their base time without recharge bonus.
I gave you everything you need to figure it out. If that is too much work, then try searching the forums for a direct answer. I don't feel like doing all the math every time someone asks for it. -
Quote:Unless you are using a Mac, you should download and use Mids' Hero Planner, available here. Most people use that to look at or plan builds. Mids' gives nice totals and is usually accurate to what you will see in-game. Mids' can also quickly tell you if you violated the rule of 5's for set bonuses.thanks, i have looked at those links before i posted but not that familure with some of the short hand text but i will try to follow something along those lines as a suggestion for what i could do.
For creating a build, I would suggest aiming for 32.5% defenses or 45%. It depends on how much you are willing to spend. Either can survive well in current content, and the 32.5% defense build can use one small inspiration to reach 45%. In case you are wondering why I repeat 45%, most of the time anything past 45% defense does absolutely nothing. This is referred to as a soft-cap. You can go past it, but it won't have any effect in most situations.
When you slot sets for bonuses, generally try to end on either a defense bonus or recharge bonus. Regeneration and recovery bonuses are nice to have, but they have less impact on a Willpower character than others. Resistance bonuses won't add up to enough to be worth the slots spent. Mez resistance bonuses are also worthless for a Tanker and probably not obtainable in large enough amount to be worth getting on other characters. Hit point bonuses are highly-desired for Willpower because they increase the amount of healing you receive from your high regeneration. In this case, ending on a HP bonus is fine.
Read guides in the stickies to see what each power needs for slotting. They may not suggest exact sets to use, but you can know what set types to start with. -
I use two attack chains. One is for AoE and the other for single targets. The single-target chain is the same as you just mentioned except I use Gloom in place of Mu Lightning. For AoE damage, I use Foot Stomp, Burn, and Dark Obliteration, then KO Blow a boss. The AoE attacks recharge while KO Blow is animating, so sometimes I just pause instead of using KO blow if there are no boss targets.
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My build was designed around my play style. I had tons of INF sitting around and I am fairly experienced at the game. I can see how it can feel too squishy for some people. It was designed to maximize DPS while relying on teammates and inspirations to survive. The next patch should make it much easier to get defense buffs from teammates because bubble buffs (Force Field, Cold Domination, Sonic, etc.) will be AoE instead of single-target. If you are still set on more defense, I will offer my advice.
Reaching 45% defense means you give up a lot of potential recharge bonuses. By doing so, you limit your DPS and will likely have to run a poor attack chain. I would suggest aiming for 32.5% instead so you can soft-cap with one small inspiration and still have a decent amount of recharge bonus. A tray full of inspirations will last you a LONG time, especially if you combine 3 when your tray fills up.
Your builds did a good job of squeezing in the recharge while reaching 45% S/L defense. The only thing I don't like about them is the lack of E/N defense. A lot of attacks at 50 are pure energy damage, especially in Incarnate content. I don't like feeling invincible against some things, then extremely squishy against others. I suppose that is a playstyle choice you would have to make. -
One With the Shield makes an excellent mule power for holding a 3% defense IO or LOTG. Maybe you can fit both in your build. Could you post your build?
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Try looking at other DM/SD builds. Someone posted one a couple weeks ago that was pretty amazing without using expensive IOs. I posted in that thread, so that will help you narrow your forum search.
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With 4 targets hit, Energy Drain can fill up his endurance. An endmod wouldn't help there, except when there are fewer targets to hit.
If you had to conserve some slots, you could skimp on the Fire/Cold defense. It isn't really needed at 50. More slots in Stamina would be nice, but they still wouldn't fix endurance issues against single targets.