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Posts
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It might look okay on paper, but the simple fact is that Peacebringers do comically low AoE damage and lack any really good mitigation. Your main AoE tool, Solar Flare, knocks things back, which ruins any potential farming ability.
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I'd say Fire/Kin is still the preeminent solo farmer at 50, but getting there is brutal. Fire/Shield Defense is hilarious. Set your difficulty options to -1/x6 and watch as Build Up + Fire Sword Circle explodes an entire group.
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It's not bad for S/L if you layer Tough on top of it. They couldn't make it too crazy, because SR's niche is that it's ludicrously easy to softcap it and defense debuffs mostly just bounce off of you with the caveat that whatever gets through will hurt.
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You definitely don't need it as Shield because the baked-in AoE taunt from AAO is balls-out crazy. My Fire/Shield Scrapper ends up doing the tanking half the time in most groups because everything sticks on me and refuses to let up.
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Quote:Don't work too hard. Dr. Aeon confirmed in the other MA forum that the fix was a rush job to patch up a longstanding exploit, and that they're coming up with a much better system for I17.I agree with everyone who says that the current nerf went too far because of the collateral damage. My own stories got hit by this and will be revised come Issue 17. For now, they are being brought down until I can figure out how to keep the story elements I want and still have respectable XP.
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Maybe Spines? Maybe? You can't look at Stalkers with a Scrapper mindset, honestly. Their strength is that they can near-instantly destroy key targets (Sorcerers, Sappers) to make life much easier for the rest of their party. They're not really huge mob-destroying machines, especially since most of the strong AoE attacks in their sets were removed with the one exception of Spines.
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Quote:This is assuming you're actually taking a travel power. I have IR but I could easily survive without it. Siphon Speed and Ninja Run + Sprint easily puts me at near-Super Speed (a 2x stack puts me at the speed cap) and is very easy to maintain.Now, Kinetics has some options to find those three extra power choices . . . you can cut to one travel power if you take IR for travel, but you give up the benefits of the pre-requisites (Air Sup or Hover, Combat Jumping, Hasten or Recall Friend.) An alternative option is to use Super Speed for travel, with Hasten as the pre-requisite. So far, you have picked up one of the three needed.
Let's assume you are taking Hasten+Super Speed. Then you are skipping Smoke, Repel, Ring of Fire and IR. So, to fit in the fighting pool, you will have to skip either two APP powers or something like Bonfire and Siphon Power. Any of those make you give up something useful.
As for Smoke, Repel and Ring of Fire, I've never found them that useful. Fire Cages fulfills my Immobilize needs, Smoke's only great for splitting mobs (a situation which I haven't come across frequently enough to justify taking/slotting it), and Repel is far too situational and dependent on mob positioning (especially when you can just Flashfire + Fissure to keep an entire group locked down).
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Quote:Come on people, a controller can survive just fine in normal teaming situations without protection from outside shields including their epics. Softcapping is a neat trick but in no way is it vital or important for a controller to be effective. Several of my trollers have zero outside protection and they don't live or die any more than my shielded controllers. Proper use of primary and secondary and aggro management are all a controller "needs". -
Not really? I guess you could argue that Rad has more control than Kinetics, but that's not Fighting's fault. It's perfectly possible to get the full gamut of Fire controls and still have plenty of room to softcap S/L. S/L is great for teaming because it leaves you less vulnerable to a whole slew of mobs and helps to keep otherwise annoying control abilities (like Freakshow Hand Claps) off of you so that you can keep the damage coming.
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Dark Servant ALSO gets Twilight Grasp so if you're having trouble healing as DM (or making sure things aren't hitting your friends with all of your stacked -ToHit) something is wrong!
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All of those could either be used to spawn large amounts of mobs very quickly or could be used to provide an ally that would continually buff you to godlike levels, which is why they're slashing the EXP you gain dependent on how many you have in a mission. The other exploits that have produced massive amounts of EXP in the past have been based off of exploiting individual NPCs, rather than objectives. I'm of the opinion that there's better ways of implementing such a fix, but the intent is obvious.
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The others I can somewhat understand, but captives and escorts seem a bit off-kilter. The EXP reduction should only go in if you set the captive/escort to be able to fight or buff you, because this is, as far as I know, the problem with captives/escorts/allies: buffing up people to unkillable levels.
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Quote:The ability to add certain mission objectives has only been a problem in two cases: adding a truckload of Kinetics allies that do nothing but buff you to high heaven to make you invincible as you powerfarm things, and adding in defend/destroy objects that let you summon enormous groups of things to mow through. All of the other major exploits have been the fault of certain NPCs giving higher-than-intended rewards for the risk involved (Comm Officers, Lord Recluse, Freakshow, this most recent one), something which is easy to glance over in playtesting when you've got a list of several hundred mobs you can spawn.I just think this whole thing with AE would've been MUCH better-off if there were clear objectives you could/couldn't do from the very start (not talking about rules, I mean mission objectives, or things your mission couldn't do if they were concerned about farming).
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I've seriously never run into the perma-mez problem you're describing. Get Acrobatics and casual holds will bounce off of you. Get the KB IOs (which anyone who does even casual runs of AE should be able to afford) and nothing short of Statesman will be able to knock you over. Even standing in huge groups of Freakshow, the only thing I ever have to worry about is daze, and it lasts for a few seconds at the most. If I'm really worried about it for whatever reason (Knives of Artemis, Malta), there are, again, Break Frees for this very purpose. It's easy to fall into the mode of just taking whatever inspirations fall into your lap and not customizing them for your situation and playstyle, but this isn't a problem of the class.
The strength of Peacebringers isn't that they do one thing particularly well, which is their point - they do a few things well, and it's this combination that makes them great group members. I have an excellent AoE daze to control things and, unlike a Controller, I have the resists to back it up and not take a dirtnap if I end up eating the alpha. I have a heal which is sorely underrated and wonderful for groups with bubble Defenders, since I can shore up their one Achilles' heel (healing whatever gets past). I can do damage; yes, it's not as good as a Blaster (but a Blaster doesn't have self-heals, near-capped resists and two or three extra lives), and it's not as good as a Scrapper (but Scrappers don't have multiple ranged attacks and the control I offer), but it's still well above-average - Incandescent Strike is a beast with Build Up and is, coincidentally, another great form of control you get to shut down priority targets. People tend to deride the Peacebringer KBs, and while I'll agree that the Solar Flare KB is annoying, the rest are fine. It's all about positioning yourself so that you can keep targets flat on the mat while not smacking them away from your melee, which is a skill you learn very quickly. Radiant Strike is great for smacking loose mobs into the death zone of AoEs that my team is pumping out.
I'd like to know where this "90% of the time" statistic comes from because I have frankly never been refused membership on a team because I'm a human-form Peacebringer. I've never received so much as a nasty comment, even during those times when I've been lazy or positioned myself badly and flung huge groups around with Solar Flare. I've always benefited my team immensely with clutch heals, control, and strong spike damage on vulnerable targets while also being ridiculously self-reliant. It sounds like you simply never ended up fitting into the class, which is fine - I've never fit into the Corruptor or Mastermind role very well either. It becomes much easier to play (and you become much more effective) when you stop comparing it to other classes and simply compare it to itself, because Peacebringers are incomparable to any of the other archetypes in the game. Even the VEATs are a completely different bag of hay, though they share similar principles. -
Quote:That's why you lock them down the weaker things with Pulsar and stock up on Break Frees. It's never been much of a problem for me, even on my Mind/Elec Dom (which is arguably even more susceptible to stuns/mezzes).Human form is where you get your most damage, outside of nova which is basically a weaker blaster with 0 resists and a deathwish since its an agro magnet, yet everytime you get in melee range to fire one of these powers in human form you are somehow mezzed almost every time. There survivability is good with the amount of heals they have but its very frustrating to get stopped because of an obvious flaw such as that.
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Quote:This is good advice. Consider: just about every ranged attack is either E/N, F/C, or Lethal (guns, bows, etc.), with a very small minority of Smashing attacks thrown in there. With DA, that means that you can cover the majority of ranged attacks against you. DA will more than cap you for Melee, as well, so the only thing you've really got to worry about are AoE Smashing attacks, which are, again, in the minority. Even if they do get through, you've got insane Regen and S/L resistances to compensate for it.My katana/wp is all about ENFC defense, and S/L resistance.
Some low level ST melee and pounding slugfest both provide 1.25% to E/N. I think it's Erad that gives 3% to the same. You need to get your resistance powers slotted with three Aegis to get your F/C. I can't remember the others, and I think it's increased perception...I can't remember the names of the powers, one that gives ENFC def.
S/L resistance is out of the box. -
Without much (or any) recharge, DA rather helpfully fills in the holes in your attack chain that result in a normal Katana build. There's nothing wrong with capping yourself to melee, either. A Scrapper can't do much damage if they're dead.
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You, ideally, want a very End-light set for Earth because it chugs your blue bar like no one's business. I'd recommend either Ice (since Ice Slick's really all you need to lock down a mob) or Plant (because Seeds of Confusion is still completely hilarious in most cases).
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Here's what I was planning to spec my Fire/Kin, although I'm not the King of Kinetics by any means so there's probably a few things wrong here. Still, as far as soft-capping on the cheap goes, it's pretty good: all you really need here is Enfeebled Operation, Razzle Dazzle, and Kinetic Combat. I mostly frankenslotted everything else aside from some reasonable +recharge bonuses.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(5), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/EndRdx(9), Acc-I(40)
Level 2: Siphon Power -- Acc-I(A), Acc-I(21)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Acc/Immob(13), Enf'dOp-Immob/Rng(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- M'Strk-Dmg/EndRdx(A), Acc-I(13), EndRdx-I(15), Sciroc-Acc/Dmg(15), Sciroc-Dmg/EndRdx(25)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(23), RechRdx-I(29), RechRdx-I(31)
Level 12: Flashfire -- Acc-I(A), Dsrnt-I(31), Stpfy-Acc/Rchg(31), Stpfy-Acc/Stun/Rchg(34), Rope-Acc/Rchg(34), Rope-Acc/Stun(34)
Level 14: Health -- Heal-I(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Knock%(17), KntkC'bat-Dmg/Rchg(21)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Combat Jumping -- DefBuff-I(A), Ksmt-ToHit+(37), DefBuff-I(40), Krma-ResKB(43)
Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(46)
Level 41: Fissure -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(42), RzDz-Acc/EndRdx(42), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(43), Acc-I(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/Rchg(45), EndRdx-I(46), Acc-I(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), RedFtn-Def/EndRdx(50)
Level 49: Earth's Embrace -- Numna-Heal/Rchg(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run -
Quote:This is most likely it. To explain: people were spawning either Giant Monsters or Archvillains (can't remember, I heard it second hand) and having the group leader exemplar everyone down to level 1 or 5. A level 50 Mastermind would summon his pets outside of the instance and go into the instance. He would be exemped down, but his pets would still be level 50, and could cleave through the level 1-5 creatures in seconds. This could easily net someone dozens of levels or millions of Inf in a single run.The last exploit I heard about (now closed) was high level masterminds taking high level pets into low level missions. If your pets are one-shotting everything in sight and you're getting full xp and ticket rewards... you might be an exploiter. If you level from 1-50 in a few hours... you might be an exploiter. If you are gaining rewards much faster than anyone else without any effort or risk... you might be an exploiter.
What set this one apart was the ease at which you could do it and how relatively unknown it was. Lord Recluse farms required at least a mildly competent team to do, and Comm Officers were so widespread that there couldn't really be a coordinated response to it. Here, it was out for something like four days and netted people insane amounts of cash and levels. If you sped a character from 1-50 in a few hours, I'd expect at least a temp ban would be there. -
Peacebringers also have a lot of great utility that they bring to the table. Pulsar's great for locking down groups (especially in conjunction with something like a Fire Controller) and makes you one of the better people to eat the alpha if you have the necessary Blaster/Scrapper entourage to res cap you. Glowing Touch is a beefy heal that a lot of people seem to forget about, but it's invaluable in a group scenario. Smart PBs also know how to position themselves so that you can send things flying with your KB in a way that's useful rather than harmful, such as sending ranged dudes into range of your tank, or knocking them against a wall/pillar.
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This is the WP/SS build I've been working on for a while. I don't think I can optimize it any further, to be honest. 45% Defense for S/L and N/E, 39% Defense for Fire/Cold, 65% resists for S/L,105 HP/s with one critter in range, exactly 63 HP away from the HP cap. It's not a kitten offensively, although the attacks are underslotted, for the most part. Rage is 7s away from perma, but you can sacrifice a bit of regen from one of the Pounding Slugfest sets if this bothers you. Conserve Power is mostly just thrown in there for effect, since I'm not sure how sustainable this build is end-wise. You could conceivably chuck it for Strength of Will if you wanted it. I was mainly just shooting to see how insanely defensive I could make WP, and the answer is "very."
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(7), Mrcl-Heal/Rchg(9)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(7)
Level 2: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Heal/Rchg(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Acc/Dmg(23)
Level 6: Mind Over Body -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(15), RctvArm-EndRdx(17), RctvArm-ResDam(17), S'fstPrt-ResDam/Def+(29)
Level 8: Rise to the Challenge -- Taunt-I(A), Taunt-I(19), Numna-Heal/EndRdx(21), Numna-Heal(21), Numna-Heal/Rchg(23)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Dam%(19), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(25), Zinger-Taunt/Rng(27), Zinger-Acc/Rchg(27)
Level 12: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(29), P'Shift-End%(31)
Level 14: Swift -- Run-I(A)
Level 16: Health -- RgnTis-Regen+(A), Numna-Heal/EndRdx(31), Numna-Regen/Rcvry+(31), Mrcl-Heal(37), Numna-Heal(42)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(34), P'Shift-EndMod(34)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), Mako-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-Def(40), LkGmblr-Def/EndRdx/Rchg(42)
Level 32: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(42), LkGmblr-Def(46)
Level 35: Indomitable Will -- EndRdx-I(A)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Dmg/Rchg(45), Oblit-Dmg/Rchg(45)
Level 41: Focused Accuracy -- GSFC-ToHit/Rchg(A), GSFC-ToHit(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal(46), Numna-Heal/Rchg(50)
Level 47: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run -
I think Psi sticks out for most people because of Carnies (since this is where the Psionic holes in your defenses REALLY become obvious), whereas there's no specific villain group where Fire is the major theme. It's, what, Behemoths and the occasional Council goon with incendiary rounds?
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Human-form PB is hilarious when you have 4 Blasters/Scrappers on the team and are nearly invincible. If they'd just axe the KB from Solar Flare I'd have no complaints.
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Fire/Shield is like playing as a cruise missile. Build Up, Shield Charge, Fire Sword Circle. If every Minion in the group isn't dead, you've slotted incorrectly or you're fighting level 53s. It's somewhat squishier than most of the other sets until you manage to IO it out, granted, and you're going to grab aggro from the tank a lot of the time.
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I liked (and I use this term loosely) Bots/Pain. Unless you crank the difficulty up to 11, it's almost absurdly easy to solo missions with this combo. I'd occasionally put my bots on aggressive, put the AoE heal on autocast, then alt-tab out until they finished killing everything. As the missions get harder, you can't always do this, but it's still a VERY easy combo to solo with.