-
Posts
935 -
Joined
-
Quote:But I'm getting frustrated, because I can't figure out how to use this powerset on a team without making a huge mess. The issue, of course, is the knockback. I spend more time positioning myself than actually shooting at stuff, and no matter where I'm standing things still go flying everywhere. I feel like I'm a huge hinderance to the team, even when I try to knock things down or into walls.Quote:BTW I do Hover and shoot from above, but I have found even doing that that enemies still get flung further than I want. It works out well enough solo. Luckily I'm familiar enough with Storm Summoning that holding back isn't a huge issue.
Quote:So what are the secrets of dealing with this set? Or are there any? I've teamed with Energy Blasters before and noted things didn't go flying all over, but was it just because they decided not to shoot as much?
Quote:After trying Energy/Energy to level 28, I gave up and swapped the character for Energy/Mind. I know some people really like Energy/Energy but I was struggling to enjoy it.
Quote:I don't know. I'm not the hugest fan of playing Blasters to begin with, tho I always like a good one on my team. The only characters I can compare this guy to are my Assault Rifle, Archery, Fire, and Radiation Blasters who all stalled around lvl 25. I think I am just more of a Controller player. But Energy Blast sure does have great graphics. -
See below for my suggested build. I kept your power choice, but moved a couple slots around. Your build can now cap s/l defense by one application of divine avalanche instead of stacking two.
I think your endurance usage is ok. Mine probably uses a bit more because the attacks don't have as much endurance reduction as your original build. My build has less recovery bonus. I have a willpower tank that has more toggles and less total recovery, and I think it is pretty efficient. I cleaned up several franken-slotting such that you can acquire the set bonus more efficiently. In addition, I made it more expensive, but it shouldn't be insane for a level 50.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (9) Healing IO
- (13) Aegis - Resistance/Recharge
- (15) Healing IO
- (19) Healing IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (3) Eradication - Accuracy/Damage/Recharge
- (5) Eradication - Damage/Recharge
- (5) Cleaving Blow - Damage/Endurance
- (11) Cleaving Blow - Damage/Recharge
- (19) Cleaving Blow - Accuracy/Recharge
- (A) Regenerative Tissue - +Regeneration
- (9) Healing IO
- (37) Healing IO
- (A) Aegis - Resistance
- (7) Aegis - Resistance/Endurance
- (7) Aegis - Resistance/Endurance/Recharge
- (45) Steadfast Protection - Resistance/+Def 3%
- (A) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Defense Buff IO
- (40) Defense Buff IO
- (A) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Empty
- (A) Aegis - Resistance/Endurance/Recharge
- (17) Aegis - Resistance
- (17) Aegis - Resistance/Endurance
- (A) Miracle - Heal
- (31) Miracle - Heal/Endurance
- (46) HamiO:Golgi Exposure
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (21) Eradication - Accuracy/Damage/Recharge
- (21) Eradication - Damage/Recharge
- (27) Cleaving Blow - Damage/Endurance
- (31) Cleaving Blow - Damage/Recharge
- (34) Cleaving Blow - Accuracy/Recharge
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Accuracy
- (36) Endurance Modification IO
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Serendipity - Defense/Endurance
- (A) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Serendipity - Defense/Endurance
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Damage/Recharge
- (33) Cleaving Blow - Accuracy/Recharge
- (34) Cleaving Blow - Damage/Endurance
- (34) Cleaving Blow - Damage/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (45) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (48) Numina's Convalescence - Heal
- (50) Miracle - +Recovery
- (50) Miracle - Heal
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Recharge
- (50) Aegis - Resistance/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
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)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 18.6% Defense(Fire)
- 18.6% Defense(Cold)
- 19.3% Defense(Energy)
- 19.3% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 15.8% Defense(Ranged)
- 15.5% Defense(AoE)
- 5.4% Max End
- 5% FlySpeed
- 145.6 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 8.8%
- 8% (0.13 End/sec) Recovery
- 52% (2.91 HP/sec) Regeneration
- 25% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1388;699;1398;HEX;| |78DAA553DB4E1351143DD34E1929BD5AA0502E6DA15CCA65A0D107D444130513942| |6952A7841C8580E654C6D276D13E5CD0FF01634FAE4ABFF60FC13F50FD45FB09EBD| |D76963E2A393B216E7CCDA67EFBD669FE2B3F59010CFAF082372ADE6B45A07E54AD| |3F13CD90C149DAA5B11961062A8BB7750943529ED9B4EDBA93BA9DEEEBA3C92F596| |B477DD5ACD6B3C95CDF866FD583665BD6D77FF09971A8D9A7DDDAD1EB7DD7A35CAA| |B2DE91CCA66EBD8F542DDB5A75E067951F6A43C8C6F786EC5BEDA383C39283AADB6| |6C9E8CA872F2EAEF25D5C54FC71425455322788B29B4CD1429334D3F5654103B243| |7581E10E70DDAF2AD329DC9B12054E05504ABB3A057960E5251C62F9F1013C2F793| |C9FC017AC2BA601D510DA6BB2ACA8F5C3EFF6583743A490EB4AB040108FC0114D38| |762FACE312D2539EA8DD25986C1E9AD2A87CE1E81D0D5ACCB3437F937DD5351FD3A| |7DFF209F978B312D24980C2518405762A0A31EE1573B611D12460931D415435DF79| |5208A4A7CD14DC57362728369794D6D9A7E71AA14716D551C560DC2AA4158958255| |93B02A0BAB1EA8A8847622F1C1475BC3A74C23EF99A633AC33956E48EB86D0D3307| |A9A434FCBBF05551357BAA46E2409DD087479E8DE2AC1A81E9B518C4D0A6393C7D8| |E431360B30784FC9C774DE319C378EF3C6715E0E795F5BD422EB8C8945340A7AA7D| |EA4B52F69F892812F19F892811359D893853D498B8A401F535FE1C437A6A5EF7049| |096674A333102CE0CD127465BF10F3FA23CF67F9D04F612116F51D5884AFCBA0951| |D6E66E50E53E1067FD902BEF3BECA64EB526C0CC50AEE4A01B331A504AB3AD32A9A| |1E377B9753FD68C2B6FED92999BDBB250CDE499BBD3BFA5FCFE7503757FF7650E16| |D8212C10EC11EC143827D0287E0114185A0F3A5171D5DA3822E105C24B844F08244| |165D9F01821041982042102588112408860952041F093A7F009AA7F6EB| |-------------------------------------------------------------------|
-
-
I won't call it a reverse mission. Most CoH missions are the offensive type. An example of a defensive mission is the hero respec trial, where we have to defend the reactor core. There are ordinary missions that have a defensive objective, for example protecting a glowie or a hostage.
I would like missions that are more defensive in nature. The design seems to be more difficult though. For example, the respec trial is quite boring now as the assault waves are far apart, and we are basically monitoring the doors to ambush the assault. -
Quote:You can read Paragon wiki for further information. It has a link to knockdown and knockup as well.There are two knock effects: back and down. A flag is essentially set to where if the mag of the knock effect is below 1, it will result with a knock down/up; but if anything is done to increase the mag to 1 or more, then the effect is Knock-back.
Am I accurate? -
Quote:Suggestions regarding knockback and knockdown pop up frequently. I hope that something can be done. The underlying motivation of all the suggestions that I saw is the poor and restricted control between knockback and knockdown (except powers that are designed only to do knockback). My opinion is that the control between knockback and knockdown should actually be done in real time rather than using enhancement (probably only me think this way).But when I use an invention set, it may have a Knock Back recipe in it, and to ge the full effect of the set, you turn your knock-down power into knock-back. As a melee type, the knock-back is annoying for I have to go chasing after them. It would be nice, if those recipe sets had a second version where there is a choice of knock-back or knock-down recipies.
Unfortunately, the suggestions are often disregarded because changes to the knockback/knockdown mechanics are probably needed, and there should be a corresponding change to all the knockback/knockdown powers, knockback enhancements and recipes as well. This looks like a pretty huge project for a relatively minor complaint. I guess if you can come up with something that is basically just flipping a switch, it would be more appealing to people. -
Quote:I went for a cheap build, just defense bonus and darkest night. The defense is not soft-capped, but together with darknest night, the mobs' to-hit is floored unless the debuff is resisted. I fight in x8 missions of various types, and I'm pretty happy with the build.I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
If you've more inf, then +HP and +recharge should be the second best thing you can maximize. I use the power sink and lightning-field end drain combo as well. It's not very reliable as a mitigation but it helps. When I solo large spawns, it takes a while to beat down all the mobs, so there is time to do some end draining. -
My opinion about drive-by buffs is that they don't hurt, that means it is not wrong, but they also don't serve a purpose most of the time. The best example is buffing inside Wentworth, there is no rule saying that buffing is wrong in Wentworth, but it is obviously unnecessary.
Drive-by buff thread comes up again and again, and every time is the same old arguments. It's really tough to argue that something should be stopped when it is not wrong and it is free, but just useless. -
-
I guess we don't need to sign up anymore, right? Because it's the first to show up who gets the spot.
-
Quote:Yeah, it would be nice if the first two powers in the secondary are available at level 1.Please let players skip the first power of the secondary pool, and pick a different power instead if they choose to.
The suggestion needs not be applied to every archetype, for example hide should be made compulsory for stalkers. -
Yeah, and preferably allow me to set when the buffs begin to blink as well. For the time being, you can use herostat to track your buffs to other people. It can do nearly what you want, but it takes up part of your screen.
-
Quote:I think you've to go back to the old days to see what happened. It was the playstyle that is not what the dev want. Basically, the tanker herded the whole map, and then a couple blasters went to nuke. The rest of the team just stood and watch. Then reset the mission and repeat. Every team in Peregrine Island did the same thing, and nearly nothing else.Can't they just remove the agro cap? Or make it something like capped at 30?
In principle, there is no need to stop the herd-and-nuke, and impose artifical aggro cap and max-target. It boils down to the fact that certain characters are very tough (with respect to certain types of mobs), and can't be defeated even by the whole map of mobs. Since it is not easy to buff the mobs without causing problems to other players, and there was enough nerf to players already (GDR and ED), such artificial caps are used, unless you guys want another GDR.
Regarding the suggestion using diminishing return, I believe a tanker can probably herd the whole map, just that the aggro can be lost easily. I bet the lost aggro is probably not a big deal if the team just want to nuke. Under such scheme, the team just needs to bring more nukes because of the max target. -
You can type "/showfps 1" to show the frame rate in game. "/showfps 0" to turn it off. I use an HP in my office, and it comes with a lot of unnecessary softwares. Maybe some of them interact with the game. You can turn off some of the startup programs that you won't use and see if it helps. Also, you can update drivers and do virus scan, although I doubt that you manage to catch a virus so quickly. Lastly, you can post hijackthis and CoH helper results and see if there is anything that catches people's eyes.
-
Quote:lol, I didn't say that using broadcast and global channels are the way to go. For populated servers, using broadcast and global channels are usually very convenient. For people who are interested, they will send the team leader a tell. Those who are not interested will simply ignore the broadcast and move on.If I try to read between the lines, it appears that you think that using broadcast and globals is the way to go (as I discussed above), and that using tells to prompt replies for invites is confusing to people.
If that is the case, I really don't understand the difference in complication between seeing a message on your screen from a tell, broadcast, or global and sending a tell as a response to information from any of those sources.
I believe there are people who use the search function with great success. Just that the thread talks about lft flags, and I think that the flags are not as popular as it should be because of such alternative ways to put together a team easily in some cases.
Quote:Broad has a very limited range, global channels have too low a capacity for widespread use of any single one and any serverwide channels are either unsuited to teaming organizations or just too obscure. -
Mine is force field/psychic. I run force bubble with capped ranged/aoe defense. I found that I'm not that endurance efficient, maybe because I run too many toggles on top of force bubble. Most battles are pretty safe, mobs can still rush in to land occassional melee attacks when I fight large spawns. My experience is that AoEs are not very efficient with force bubble, because mobs tend to move around its periphery and circle around me, so they won't form a good bunch. I'm not sure that I'm efficient, but it certainly looks interesting for a while.
-
I think people like broadcast and channels. It's easier because team leaders just need to say what they are doing, then interested players will send tells. There are a lot of frustrations associated with sending tells and invites.
-
-
Type
/netgraph 1
to check the ping time and if there are packet losses. /netgraph 0 to switch it off. -
I think it's possible to inject new things into old power sets, for example adding scaling resistance to super reflexes, and changing conserve power to energize. For the first case, a new ability is simply added on top of the set. For the second one, the original functionality of the power is kept while new thematic abilities are added. Quite a lot of things can be done in these two ways without replacing existing powers by something completely different.
-
There isn't a best way to slot. So, feel free to modify it to suit your style.
Quote:I think the surplus is not really useful. If your defense is debuffed, the numbers can go down the drain pretty quickly. I would just use darkest night to make up for it. If you really like higher s/l defense, you just need to put kinetic combat into punch instead.I did have a bit of surplus on s/l, mainly to buffer basically one def debuff. I was wondering whether building the neg def was worth the cost, but I do see that the concomitant range def could help with some of the psi problem.
For capping the negative energy defense, it's not essential, in particular if you decide to use darkest night. Actually, there isn't much cost associated with capping it. All the powers are slotted normally with no weird slotting, and I'm not really using expensive IO sets to do it. If you think the slots can be used better somewhere else, you can do it differently.
It stacks with tough. It's not essential. You can change to something else that you like. You probably need to move some slots to Dark Obliteration.