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Posts
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yeah... healing back 20% hp every 4.62 seconds with optimal slotting + dark consumption makes DM win in my books, but hey I'm biased
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I'd try the search forums button. There are literally tons of f/k threads already where you can find information on procs, builds and slotting etc.
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I think this may have read that this has been an issue for a while but does the debuff only last the duration of the rain (15 secs) when the power says 30 second duration? Whats the deal?
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I tested it out on my dm/sd scrapper after reading this, the buff icons and total damage bonus lasted the full duration of the power so thus no changes.
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When using the new fiery embrace power with sets other than fiery melee, could our attacks, for the duration of the buff, cause the flying ember effects of powers like cremate and other various fire attacks? IE. Storm Kick with fiery embrace active could have exploding flying embers effect when the attack lands. I know this may be asking a lot, but something to that effect would make the new fiery embrace even more appealing.
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Wishes the def debuff in CAK took enhancements...
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check out Fury's thread here, lots of great advice and build templates for both fire/shield and elec/shield.
http://boards.cityofheroes.com/showthread.php?t=216944
as far as SO or Single Origin enhancements are concerned, you can start slotting them after 22, slot both shield charge and lightning rod 1 acc, 3 dmg and 2 recharge.
All other attacks 1-2 acc, 3 dmg and 1 end redux. 1 end redux and 3 def for deflection and battle agility, 1 end redux in against all odds, 1 recharge in active defense. true grit probably just 3 health if u can fit them in. -
Quote:Well that's almost true, but DC is actually an 8' pbAoE thats actually an attack and replenishes your endurance bar depending on # of foes hit (max 10). Much like stygian yes,Well, there is a dark/dark scrapper.
Dark consumption is an endo drain that leeches endo from mobs to yourself
a la stygian circle.
but does not drain or "leech" end from the mobs affected, just damages.
But generally I'd agree completely with JMJ, DM/DA scrapper is about as close as it gets to pseudo-warshade. -
Quote:Actually I believe blizzard uses a pet damage modifier rather than the AT's base damage modifier, which is why you see a sizable difference in damage numbers among various other nukes (ones that don't use pet damage modifier i.e. inferno, thunderous blast etc.) when you compare them across the 3 AT's (blasters, defenders, corrs).Well, im going to do what I do best, and point out the Obvious for this question.
Blasters get Aim+BU, unless they went with Devices, then they just get Aim.Also dont forget if you fire off a couple attacks on a Blaster you get a damage bonus anyhow, so that adds even more.
However, if you go on the basis that most take a Secondary that provides a BU on there blaster builds.The answer is simple.Blasters get 500 Damage base for Blizzard with a Additional 165% Damage bonus from Dual Build ups.Making it over 1300 before 3 SOs are added for a additional 500 points making it around 1800.
Corruptors get Scourge.Double Damage, as well as Aim that grants 45%ish damage boost.Its a little bit more difficult to gauge in common math the formula for a Corruptor, but it wont do as much as a Blaster will with Blizzard.Not to mention any additional damage from there Secondary that drops Damage Resistance or allows a Self buff.
Finally, the Defender.They get the standard 500 from the base Damage, then 50% from there Aim.They however dont get a Build Up, or a Scourge.There additional Damage is based on there Primary, is it grants a buff or Debuff.They get the weakest Increase from all the Blizzard carrying Plague dogs of CoX, but its still enough to raise an eyebrow when you see it go off.
A Blaster should pretty much destroy anything it hits with a Ice Storm and Blizzard Combo.Then followed by a properly built Corr, then a Defender set up to Obliterate anything in its path with the before mentioned Combo its self.
What I wrote made sense, but if it didnt to you, then my apologize.
In Lamens Terms, They left the damage base the same for Blizzard due to the rather sizable diffrence in additional Damage the ATs that have them possess.
Simple and you dont need Mid's to tell you this.
So when Ice blast was proliferated, of course the ST blast numbers were adjusted based on that AT's base damage but powers like blizzard and ice storm that used this other modifier were left unchanged which is strange, considering powers like Lightning Rod and Shield Charge were adjusted as per AT. Despite how those powers work much like blizzard in that when cast, they spawn a pseudo pet that has its own modifier.
So it would appear that blizzard was left unintentionally unbalanced.
Come to think of it, doesn't ROA use a different damage modifier? And those damage numbers vary from blaster to def to corr. Someone correct me if I'm wrong. -
Quote:Because some tend to generalize and cry when they hear a power is being changed even before they take a few moments to research into why and what exactly is being changed and in this case, fixed.No matter how they change SC you would still be more than capable of blowing through mobs at this level.
So why is it that so many people think SD's is going to suck or not be much fun once SC is fixed. Do that many out there rely on SC that much? My attack chain of Smite, Siphon Life, Site, Midnight Grasp, Smite is a whole lot sweeter than that.
I've had my dm/sd since shields debut, so I played with SC pre-buff and I can say that proposed changes are really nothing to fuss about considering what it was buffed from, honestly.
SM->SL->SM->MG ftw -
+1 for unusual scrapper combos
You're on the right track, with E.torrent, thunderstrike, and l-rod you've got a decent amount of KD to help mitigate while dark regen is recharging. Though I would change the slotting in dark regen and definitely throw a theft of essence chance for end+ in there. With that one IO and adequate acc slotting it turns one monster heal into a pseudo endurance tool. I would try to sneak some +max end bonuses in there as well as the passive accolades as they will be much more useful for recovery than global recovery bonuses. -
Well the only problem with that, is then Cloak of Fear is under slotted for accuracy and It's already inherently in-accurate to make matters worse. I will need completely different slotting or more global acc to make that work when I can't afford to run tactics. I'm willing to move slots around, or perhaps I can grab a few accuracy bonuses in place of recovery ones.
Question: Do you think even with CoF being underslotted for acc, tactics and the kismet unique would be enough for CoF? Cause it just occured to me that it might but I'm not sure. -
Quote:Yeah I do realize that some of the io's dont really justify the bonuses, like you said recovery ones granting very little real recovery. The slight heal in dark regen wasnt even really intentional, especially considering how monster the heal is without enhancements. I can't imagine not slotting dark regen for any endurance reduction though and omitting the theft of the essence proc no ma'am.You sure are burning a lot of cash for getting very little in return. Also of note is that slotting Dark Regen for heal is a little off, unless you're planning on firing it when only one or two are around you. Totally unslotted three guys near you will get you 90% of your health.
I never shoot for recovery bonuses. Maybe it's just me, but 2.5%, 0.04 end per second? I can't build toward that.
Armageddon what? Two?
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A common IO in fear costs around 100 times lower than that Hami and does a slightly better job in CoF. The LotG +7.5 isn't a bad choice, but you're not slotted for rech in this build. It seems a waste when you could have gone for that in many other places.
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I don't like Gaussian, just my personal thing. And if you need taunt at level 41, you probably needed it in your teens more.
I know right? But I figured the power would probably be worth more on a scrapper with its higher chance to crit and all. Also by omitting it and just running my attack chain, its a lot easier on my blue bar.
Quote:Disclaimer: I am absolutely, absolutely, in no way an expert at this. In fact, I'm sure others should come and rip a hole in my paltry slots. -
Hey guys, I've worked up a quick build for a FM/DA brute, yes not a scrapper though I may choose to make him one if I really need to leverage Conserve Power and/or PP to make his attack chain sustainable. Basically the original plan was to go for survivability and recovery so I could maintain scorch->cremate->incinerate against hard targets. I'm hoping to push his defense numbers higher. Any ideas would be appreciated, again the main focus of this toon will be high survivability and taking on AVs.
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+recovery and max endurance bonuses should take first priority then recharge. /storm is a huge end hog, especially while spamming roots and powers like tornado and l.storm.
Also, you can slot strangler with less acc enhancements, its inherently accurate I think 1.20x rather than 1x. base.
I look forward to your journal! -
If there are only 2 things I've learned in all my browsing of the forums, especially this forum its that:
a) any advice you ask for should be considered rather then disputed. 9 times out of 10, the individuals giving it know what they're talking about and only want to save you the trouble of trying to wade into something that will only produce far less than favorable results.
and
b) I've definitely tried to go against the grain when it comes to building characters, many many many times (no exaggeration, I still do). In pve it most certainly can work in your favor and who doesn't like to see odd combos flourish comparably to ones that might be considered common or fotms.
and here comes yet the same or similar speech you've already be given... *ahem* (clears throat)
But PvP is something else, and in order to enjoy it you have to stay competitive. In your case especially considering your "pvp woes". PvP is unbalanced as just about everyone knows so its obvious why certain sets will out perform most others. A set like invuln won't be able to have that competitive edge especially when you consider, like others have said, powers like invincibility and invulns' playstyle in general. It works best when surrounded by enemies and you certainly won't be in pvp. Even if you could be we all know how valuable defense is in pvp :P. You won't be able to anticipate and heal back the inevitable damage spikes that you will face with that set. Period.
I would definitely encourage you (as others have) to save yourself the trouble and consider another secondary for your scrapper if you're serious about pvp. I just know I would hate to put all that time into a character just to see it under perform against any avid pvper. -
Plant/storm was hands down the most fun ride to 50 of any of my toons. After getting seeds at 8 it was all downhill and once i had roots + seeds + freezing rain slotted up, soloing large mobs was a breeze. Makes me feel like taking him out for a spin again and maybe making an io build
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I believe the resistance to recovery rate only increases with your level and is not affected by enhancements. I find carrying lots of purples for a little defence helps while leveling up my darks to counter things like end drain and especially -recharge debuffs of which we have no resistance too.
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Just rolled my fire/rad today, its sitting at 8 so it looks like I have some catching up to do! Can't wait to get on an all frad team
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Quote:I understand my generalizations left out a few exceptions such as /fa and /elec's resists hitting the cap at 90 especially when considering powers like grounded and temperature protection which to some may seem optional, will infact allow you to hit the 90 cap for those specific res quite easily. Brutes do make better use the god modes too I agree./FA's fire resistance will be 90% instead of 75%. /elec's nrg resistance will be 90% instead of 75%.
The difference between 75% and 90% isn't marginal. You take 2,5 times more damage. If you'd put it in def terms, it's be like comparing 37,5% to 45%.
And you forgot about the god modes. Invuln and elec can easily get to 90% instead of 75%.
About the insps, it's not that the scrapper can't pop some. It's that the invuln scrapper with tough will only get from 70%-ish to 75%, instead of going a lot higher. Same for the buffs, you're still capped. But even without insps/buffs, like you mentionned in your first post, there's still a bunch of situation where the cap will make a huge difference.
My point originally was that when you compare the two AT's, in terms of numbers, without factoring in buffs/inspirations they're very similar in terms of survivability and damage output. -
Quote:Cause scrappers can't pop inspirations or be on a team and accept buffs? right... :P I was talking about survivability in comparison with brutes without any buffs outside of your secondary powerset. Defense is defense so a difference in cap is irrelevant, both AT's are capable of reaching the softcap through io's without any need for buffs and therefore, any defense past the softcap would be only there to mitigate against defense debuffs and wouldn't be different when you compare the 2 AT's. As far as resistance goes, typically the difference between 75% and 90% is marginal at best and will only yield noticable differences in survivability in extreme situations when you don't take into account already layered mitigation (ie. regen values, defense and soft-control on top of resistances.) A brute is nothing more than a scrapper with tank level HP. Yes you can be buffed to tank level survivability due to your res cap and your higher HP will bolster better regen values but that won't make you a tank any day of the week when your solo or without buffs. If a scrapper and a brute with identical builds were sitting in a mob a of +4 arachnos do you honestly think that hp difference would really make a lick of difference? no. If anything the brute would steal aggro from the scrapper and faceplant.yeah, but the thing is, you can pop a bunch of oranges on a brute, or hang out with some cool cats that will buff you, and you can get to the same defense and resistance caps as a tank. Scrappers can't.
Also, when you IO a brute, you can get to the same HP cap as a tank can, Scrappers can't.
It's not the base that makes brutes superior in survivability, it's the potential. -
With the amount of global recharge these builds are sporting, while hasten is up(which is almost all the time) shield charge is up pretty well every spawn, so say every 25-30 seconds. After soul drain and shield charge, there isn't much left except for a boss or 2 if they haven't already been defeated. I'd say they do pretty well as far aoe dmg is concerned.
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Quote:The only thing that makes a brute more survivable than a scrapper is a higher base hp. Before any buffs outside your secondary, res and def numbers for brutes and scrappers are the same. If anything, a scrapper would be more survivable due to the fact that a brute generates more aggro. (Brutes taunt aura is mag 4 and scrappers is mag 3 for the scrapper secondaries that even have a taunt aura) As far as tanking is concerned, whether your specifically meaning aggro management then yes a brute will hold aggro better but as far as taking the alpha is concerned, it entirely comes down to the player and the build.Actually, Brutes do more damage and are more survivable than Scrappers. I don't know what you mean by less utility... The advantage to Scrappers is that if Fury isn't in play they do more damage... so they can do a big burst of damage at the alpha strike. Possibly they critical and decimate some boss. However, over time the Brute will out pace them in damage, too.
Brutes can tank with a mild amount of support or a good build, too. A Scrapper needs some serious support or a really good build.
So turn that frown upside down. The Scrappers can frown instead. -
Ponder, the the road to 50 as a shielder... Consider the sheer frequency and popularity of shield scrappers running around... Now imagine you're self on a team with another shield scrapper and you're both running Grant Cover and have a Phalanx Fightning... and you're both already at roughly 33% to all positions with only SO's slotted. Now you wonder "why didn't I include this power in my io build?! WHY!!!!!!!!
Simple answer, is people can't seem to fit it which is a shame really.