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Quote:LOL! Wow, hyperbole much?In my opinion the Devs really screwed up when they made the tank AT.
Quote:Seriously, the only hope for the Devs with this AT is to bring the damage to the exact same level as Brutes, no Fury though.
Specifically, I'd say raise the Tanker damage cap to 600 percent. Thus, Brutes, Scrappers, and Tankers can all do roughly equal max damage, but the Tanker needs a LOT more external buffage to get there.
Team friendly, you see.
A more interesting speculation is what do you do about Stalker damage/capabilities? -
Well, not exactly poor, but not nearly what it was in the old days, when it was Willpower.
That said, regen gains a lot from the Alpha slot Spiritual Radial Paragon enhancer. Indeed, most of the resist/heal based powersets will see somewhat better results from the Alpha slot compared to more traditional power-houses.
Anything that boosts recharge AND heals at the same time? That reeeeaallly helps regen. Since it's not regen anymore, it's 'Self-Heal with Clickies'. -
Quote:Flipping either crafted or non crafted IOs and re listing them at a higher price with no improvement to the IOs is called a 'rent seeking' profit. It is generally considered a bad sign when it is more profitable to manipulate the market rather then increase the size of the market.
http://en.wikipedia.org/wiki/Rent_seeking
http://www.theoligarch.com/rent_seek...capitalism.htm
http://www.maths.tcd.ie/local/JUNK/e...html/rent.html
If everyone flipped the market (manipulation) rather then farmed (increase the size of the market) then eventually the market would collapse.
Bingo.
In many ways, the pure flippers are supported by the farmers, and it's all driven by inflationary pressures. If/when they decide to drain the money out of the system, there are going to be some major shocks indeed.
(grabs popcorn)
I can't wait! Change is fun! -
Quote:This.
I have NO CLUE which sets to look for or why they may be good for one character but not so good for another. I think a lot of you take your knowledge of the game for granted.
Literally I don't know those names and I don't know what they would slot in. I know the mechanics but not specifics. I may be a step up from a lot of more casual players too. (well maybe... it's possible.. shut up!!)
Anyway, without that knowledge it is hard to make wise decisions when selling. All a lot of us have to go by is the last 5 list.
One the the truly great strengths of City of X is the fact that the game has an enormous challenge range. Namely, it is very easy to play and have a ton of fun, but it is far far more difficult to master.
You can play the whole game through and never need to know anything about the market or inventions, if you want to.
Or, you can let the game absorb your interest and it really has the depth to keep your interest for YEARS, without going stale, because there really is that much to do, and it's all different.
There's no rush. Take your time, make friends, have fun.
Easy to play, difficult to master. -
Quote:Sure thing. Here's my current build, which makes some significant gains once Fitness becomes inherent. It has something like 2970 hp when OWtS is active.
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Eeeeee-YIKES!
Nice build dude.
I've been eyeballing those Shield Walls myself, as an upgrade from LotG's four-slotted. I just can't get past my irritation at the the PVP only baloney (afk farm much?) to obtain them.
But wow, NICE build, that one is.
How would you alpha that? Musculature? -
Quote:Even better, the resistance-based tanker sets get a LOT of help from the Alpha slot. Electric, fire, and dark especially, since they are resist-heavy and have fast-recharging self-heals, get a HUGE boost from the SRP. (spiritual radial paragon)One of the reasons I went with Elec/Fire is just so I don't feel completely out-classed on teams with lots of damage mitigation. Two good PBAoE's that recharge very often is nice indeed.
I have been bullish on elec/ as a tanker primary for some time now, and elec/fire is near the top of the heap for a high damage tanker build. -
Quote:Brute primaries are similar to scrapper primaries, except brute primary damage starts out much lower and builds up to scrapper levels. Top primarys:I have a few questions regarding Brutes. I have only one Brute over lvl 20. Although I like my current shield brute, I still have never felt the awesomeness with any Brute, that others feel about their Brutes.
1) How would you rate Brute primaries?
1) Fire(exception to rule, can eventually do more than scrapper damage)
2) Claws
3) Axe/Mace
These are my preferences ranked from most damage to most mitigation. Yes, I skip SS because frankly, these ones are better.
Quote:2) Do you think Brute primaries are slow? Or fast? Or somewhere between? Regarding playability (blasters are fast, controllers are slow).
Brute fire melee is moderately fast, yet has no mitigation at all. But the damage, oh man, the damage.....
Quote:3) What are some of your others thoughts about Brutes.
thanks for your input
They've always felt....second rank to me. But that's just me. -
Quote:I agree on almost all this stuff.I think that in so far as team play style goes, it all boils down to one question. How much tanking do these guys need?
This is something that teams will differ on. Is this a master run of some kind? Do I mind if one of the scrappers gets in over their head? We have three controllers / three defenders / three blasters: this makes a difference. Are we fighting stuff that my defensive set does not work well on? Malta? Devouring Earth? Rogue Vanguards?
If your team needs tanking, you set the pace, and you set a cautious pace. You con mobs and look for hidden mobs. You pull and you corner pull. You expect buffs. You are ready to die.
If your team does not need tanking, you hang back with the low hit point people and make sure nothing annoys them, and then go DPS as you are able. This too is a worthwhile job, even if you aren't leading the charge.
The main place I differ is: If you are on a very strong team, where they do not need you to be a tactical anvil, then there are more roles available than 'bodyguard the squishies.'
First, tanks do good damage. (gasp) All-tanker teams kill just as fast and finish as quickly on any and all content as do mixed teams. Get in there and start wailin', you WILL be contributing, a lot. I tend to pick bosses/eb's for bruising and then just punch every button that comes up. If you're on a strong team, why are you worried about endurance?
Second, tanks make excellent scouts. If the scrappers/veats/sneakers are ranging ahead, go on and light out with them!If you don't have recall friend, well, I19 is coming any day now, right?
Third, I have always said that tanks have one primary duty on a team, which is, to give the team confidence. I find that many teams play much more aggressively and flat-out better simply BECAUSE a tank is present. Why? They all know that if things spin out of control and folks start getting pasted, the tanker is there to get things back in-hand (at whatever pace the tanker moves at) and the mission will proceed. I feel that when you hang back with the squishies, this is the function you're really providing.
That last thing is something that tanks truly excel at, and no other AT comes close to providing. -
Quote:The absolute earliest scrapper build is claws/wp. You have pretty much your whole attack chain by level six, AOE, ST and all, and it's a doozy.Title pretty much saids it all tried a few long ago and could not get into it, I think I enjoyed ma the most but the issue was not having enough attacks I spent a good amount of time waiting on cooldowns, I do not know if it has been buffed at all or not.
Oh yea gotta be stylish to thanks again all.
With inherent fitness, I'm going to go out on a limb and say one of my absolute favorites is about to become an early bloomer, namely, claws/inv.
Very good damage and that truly incredible Invulnerable survivability.
However, 'early' doesn't last too long. At the top end, the Alpha slot is not especially kind to Invuln or WP, being tilted a bit more to bolster the resist-based sets with their quick-cycling heals.
I think Claw/regen is coming on strong if you really like active playstyles. A claw/elec or a claw/fire is interesting if challenging. And man, the damage on a claw fire, holy moly the damage...
With alpha slotting and a LOT of IO investment, a claw/fire is going to be a force to be reckoned with.
But in the long run, play what you like, and a claw/wp is not going to let you down, ever. -
If you're going for a 'holy moly max recharge' build, I'd recommend six slotting dragon tail and popping the force feedback proc into it: DT is already recharging every 3.5 seconds, if you get a decent crowd going, you'll see that recharge buff up a lot of the time.
Also, what alpha are you looking at? As presented this is an endurance-destroying machine, but for maximum recharge you should be looking at the spiritual.... The mighty SRP(spiritual radial paragon) is an ideal fit for martial arts in general and a recharge-loving toon in particular: With aid self, you reaaaallly love recharge on this toon.
It's an interesting build: NOT cheap though! -
Quote:Ok, good to know.No, it needs to be healing OTHERS. It's easy to get if you've a few players in the SG, I don't remember having a lot of trouble with either of my main SG bases and 4 active players.
Does damage taken in AE count? Does anyone know?
How about in PVP? Or healing dealt to a villain? -
Quote:Aha!According to the P-wiki page about the auto-doc, it's like Chuggernaut says... kinda limited version of a vendor.
The Robo Surgery is the item that slightly improves the med unit.
.
Thanks for the clue-in.
So, I need to heal 5 mill, while is sg mode....
Crap, I mainly play melee. How is a bullet-headed thug supposed to get heal credit? Does dull pain count? -
I'm going to ask a dumb question.
What's the autobot do?
I've been playing forever, but I saved makin' a base until only recently. I have NO idea what I'm doin', but I sure have a lot of storage.
Does the autobot make the crappy base rez better? Please say yes.... -
Quote:Longbow are easy, as soon as you realize one basic fact:I'm usually fine with longbow, but every once in a while, they completely faceplant me, almost instantly.
My theory is that it's certain wardens, but I can't figure out which ones.
I'm shield/stone level 50, running +0/x8
The lovely person that designed the faction forced you to kite them.
Once you finish gnashing your teeth in annoyance at being forced to run around like a badly-coded flying ranged attacker (I hate those flippin' Eagles with a fiery passion), they're easy.
Joust in and out, popping Nullifiers and Bosses all while scampering out of 'wubba-wubba' fields. Cake, if you like your tank dancing like a pretty-pretty ballerina. Wear a pink tutu to complete the effect.
In my opinion, they're the stupidest faction in the damn game. But not hard. -
Quote:BWAHAHHAHAHAHAHAHAHAAAA!!!How am I supposed to catch up? It's nearly time to donate to the base builders! (Man, between base builders, enyalios, and the two [!] Crazy 88s... good thing I like cheap builds. )
(ahem)
Sorry, just the notion of ANYBODY who strolls around in here worrying about build costs....
HAAAAAHAHAHAHAHAHAHAHAHAHAHA!!!!
(whew!)
Oh, good one, that is. -
Quote:Oh yes indeed.
I clearly need to hit the test boards (or at least the Alpha Slot thread). lol. Looks like the Alpha slot changes the design landscape quite a bit.
After Werner demonstrated the formula for running the numbers (Thanks again!) I pondered for a few minutes and came to a realization:
For optimal builds, you should pick your Alpha FIRST. The reason is, it affects multiple powers, but all the same way.
After you choose which alpha you want, you then optimize your enhancement bonuses around that solid core, and then balance your set bonuses around all THAT.
For example:
http://goingrogue.na.cityofheroes.co...lpha-slot.html
Continuing the above thoughts, let's assume we are working up a MA/elec toon using the SRP (oh how we love it) as the foundation of the Incarnate build.
The mighty SRP grants:
Rech: 33
Stun: 33
Heal: 33
Slow: 33
Jump: 33
ToHitBuff:20
Two-thirds of these bonuses bypass ED, and the SRP adds a +1 level shift, so you affect all foes, and are affected by all foes, as if you were level 51. So you do one level's diff worth more damage, take one level less damage, etc, etc, but do NOT have to accept lesser rewards. (I think.)
Yes, say "HOLY MOLY."
This is equivalent (per Werner's workup, which I believe) to free global set bonuses equal to:
Rech: 22
Stun: 22
Heal: 22
Slow: 22
Jump:22
ToHitBuff: 13.3
So, you would take powers to maximize these things: In MA, you want all your stunners (EC,CS,TK).
In elec you want all your recharge-based buffs (energize, power sink).
You'll probably choose the leaping pool for movement.
While choosing sets, you have a lot more options now: Do you skimp on recharge, since you get 3-4 7.5's of benefit for free now? Where do those slots go now? Do you skip a purple set or two and go for more defense bonuses? Do you look at non-recharge sets more? In healing powers, can you drop a slot? Where do they go?
SO much more to look at and do now. I suspect frankenslotting will become MUCH more viable and common as people 'home in' to exact benefits to supplement the Alpha's potential.
However, you still need to make a build that's viable at below 50! So how tightly do you optimize? Do you put in a second build for exemplaring? (Very good idea for extreme min-maxer's.)
The build design landscape has opened up enormously.
This Dev team is expanding the game enormously. This is a very very good thing. Remember, the Alpha slot is the FIRST of TEN.
Easy to play, hard to master.
MUAHAHAHAHA. -
Quote:Well, there's also level 50 tips, level 50 newspapers, and all the story arcs in PI(or the top setting in Oro flashback's if you like them that way.)Well, the content you run that gives you the Incarnate components does not require any exemplaring. Lady Gray TF, Reichsman TF, Statesman TF, Hamidon Raid, Rikti Mothership Raid, Imperious TF, Cathedral of Pain Trial, Apex TF, Tin Mage TF - all of these can be run at level 50. So if you're specifically gunning for Incarnate components, you'll never have to exemplar yourself at all.
There is a TON of stuff to do at 50, and even better, with the new rewards at the end, much of it can now be repeated more often on the same toon for full rewards.
I promise you, even the hardest hard-core gamer can find a full day of play at level 50 now. I doubt you'd even have to switch characters!
People who are whining about I19 haven't thought this through. -
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Quote:People have been raving against this since the game was released. Tankers have been wanting more damage for six years. It is what it is, I am going to take my bruising buff and treasure it greatly.CMA my question or point is if there is nothing in the game that a scrapper or brute cant tank; so why do tankers get stuck at the 400 cap.
If you want a tanker that does damage, go with fire, electric, or ice combined with fire melee.
It's really that simple.
Quote:The other part of that question was what is the percentage of damage that a scrapper or brute give up in order to reach 45% defense.
The most damaging scrapper is a fire/fire. (Maybe a spines fire....maybe.) Either AOE or single target. However, they are nearly as fragile as a blaster. SD is nice because it does almost as much damage and can have quite a bit more survivability.
With MASSIVE investment, a fire/SD scrapper can reach all caps, defense and offense, but it is....very expensive. And honestly, a SS/fire brute will do more damage and be almost as tough, for far cheaper.
Edge cases are edge cases.
Quote:I was wondering if I19 will be more of the same or will the tanker have a more useful role in the game.
Quote:I primarily am by myself unless I can get into a group or form one.
I find myself torn between my 3 characters I have created.
SD/SS
Katana/Invul
Kin/SD
I am trying to figure out which is the best tank with the best damage.
That said, all of those builds are quite viable. Have a blast!
Quote:Why play a tanker if I can get one of my scrappers to perform at 90% ability of a tanker but have 100% better damage.
So I am just a n00b confused by the mechanics of COH.
Quote:From the point of view of someone as new as I am; the game is rather confusing regarding tanking. in WoW its pretty clear to figure out what a tank is and isn't.
Good lord, is that your problem?
OK. CoH is a grown up game: NOBODY IS ESSENTIAL.
Lowly controllers make the very best 'tanks' in the game with enough investment. You can run the toughest content in the game, very quickly, with eight blasters.
This game is deliberately designed that way: Nobody is ever left out or made to feel as if they have nothing to contribute. Even tanks.
It sounds like you want to play scrappers, in which case, may I recommend a fire/willpower. They are a ton of fun, you will like them.
Quote:I have never been past level 40 so I am not sure if what I am seeing will continue or if my tanker will pull ahead in a meaningful way when it comes to tanking.
So I stand confused between the three.
Brute
Scrapper
Tanker
who tanks the best while being able to maximize damage.
I would like to build this for under 3 Billion.
(Looks at forum)
Scrapper, duh. -
Quote:If 1/6 ignores ED, then 1/6 is just like a set bonus. The other 5/6 will be treated as if you'd put that much more enhancement in the power. So, given the ED calculations here:
http://paragonwiki.com/wiki/Enhancement_Diversification
1) ED(62.69 + 5/6 * 33) + 1/6 * 33 = ED(90.19) + 5.5 = 88 + (0.7 * (90.19 - 90)) + 5.5 = 93.633
2) ED(105.71 + 5/6 * 33) + 1/6 * 33 = ED(133.21) + 5.5 = 95 + (0.15 * (133.21 - 100)) + 5.5 = 105.4815
3) ED(81.04 + 5/6 * 33) + 1/6 * 33 = ED(108.54) + 5.5 = 95 + (0.15 * (108.54 - 100)) + 5.5 = 101.781
3b) 101.781 + 4 * 7.5 = 131.781
Now, I don't have a dev sitting over my shoulder and haven't checked in game, so I could be wrong, but if so, I'd be kind of shocked and confused.
Thank you Werner, that clears it up nicely.
Hmmm.
This will make designing a build much more interesting. For optimum results, we will want to choose which of the alpha's we want to use first, and then tailor enhancements to maximize the gain-per-power, and then optimize for set bonuses.
Innnteresting.
And, to address the main thrust of the thread:
I think the REAL reason why the Dev's are holding two-thirds of the alpha enhancers in-check is three-fold:
1) The level shift mechanic is...intense. It is at least as large a mechanic addition as the 'neutral' faction introduced with Going Rogue.
2) DCO is still not released, I suspect that they want to hold content as much as possible to counter it.
3) The Incarnate system is making large changes to toon design. I suspect they don't want to overload the players. (We already see many signs of this in forum posts.)
So... Much.... To do! -
I'm going to chime in that yes, the game needs a serious inf sink.
The simplest in my mind is a new vendor that sells anything and everything as recipes only(to keep the salvage markets goin' strong).
Prices are set in this vendor based upon prices in the market.
Adjust as often as required.
If the Dev's want to pull money out of the game, set prices at the vendor well below Wentworth prices. (Say, 80 percent.) Went's comes to a screeching halt, money pours out like a flood.
If the Dev's want to go back to the status quo, set prices at the vendor well above Went's prices. (Say, 150 percent.) The new vendor is now effectively absent.
The tricky part is parity. Namely, tweaking vendor versus market prices (with ebil marketeers gaming like mad) so that the amount of money being drained roughly matches the global inf generation rate.
Would this be impossible? I seriously doubt it. Heck, I don't think it would even be terribly difficult.
Adding new currencies isn't working, time for a dose of real medicine. -
A question:
How exactly do the Alpha enhancement numbers work with regular enhancers?
For example:
Suppose we have a melee attack power, slotted with level 35 Kinetic Combat x4 and a pair of 50 Mako's, so that the power is enhanced like so:
Acc:62.69
Dam:95.86(from 105.71)
End:79.33 (from 81.04)
Rech:79.93(from 81.04)
If we slot a basic alpha enhancer, what bonuses do we end up with?
For example, there's three cases here:
1) A Nerve Common Boost grants 33 acc, 1/6 ignores ED. Do we get the whole 33 percent, since the 1/6 should cover all the loss from ED?
2) A Musculature Common Boost grants 33 dam, 1/6 ignores ED. Do we only get the 5.5 percent, since it's all covered by ED?
3) A Spiritual Common Boost grants 33 percent rech, 1/6 ignores ED. What is the final number, and how do we derive it?
Any ideas?
And when this is answered, how do these bonuses stack with global bonuses? Suppose in 3) above there were also 4 7.5's slotted. How does that 30 percent global recharge boost work wth all these others, and how do we derive the numbers? -
Quote:LOL! No doubt! The extra debuff resistance alone will be verah nice indeed, you will like it lots.I have 3 tanks at lvl 50 that I will be respecing to make their builds better, I hope.
Let me run these ideas past you, with questions, to see if I am thinking correctly about this change.
My 50 Inv/Mace currently has Swift (1 slot), Health (3), and Stamina (3) in his primary build, set up for fighting at lvl 50. With inherent fitness Im still going to place those 4 additional slots there, and pick up 3 powers to use with just the base slots. I'll add RPD, REn, and REl, which in addition to tough and weave (already have these 5 slotted) will make that build slightly better, no doubt.
Quote:His secondary build is geared to fighting exemplared, under lvl 30 mostly. I already have RPD, REl, and REn, so those choices are out. I am stumped what I can take, additionally to make his build better. He has 6 additional slots in his fitness pool powers, and Im putting them all back. Having to choose 3 powers with just minimal slotting to be beneficial prior to lvl 30 wont be easy.
In my mind, there are two schools of thought here:
1) Take the stealth pool, no slots, never turn any of them on, and mule three LotG 7.5's.
2) Take the leadership pool, slot minimally, and go for as much -end as you can cram in. Use situationally. The real crown jewel here is vengeance: Suddenly, every time a squishy makes a mis-step, you can pop up a HUGE team buff. It is very, very nice.
Since you have six slots, you have the luxury of taking manuevers, tactics, and venge, and then shopping for set bonuses to taste. A very nice place to be.
Quote:My 50 Ice/Fire choices are very limited, I have all the Ice Armor powers except Icicles, but I dont think I'd even use it with just one slot. Since I have Pyre mastery, I have an abundance of attacks, so even though I dont have Fire Sword and Breath of Fire from the secondary, I will not have a need for them. I guess I could pick up Melt Armor, but my question is, will it be any good with one slot? Im thinking Ill just put a lvl 50 Acc IO in it.
I guess my main question is what powers am I not considering that will be good with just 1 slot, because I dont really want to move slots around.
See? ALWAYS a use.
...assuming you don't already have five 7.5's..... -
Quote:In the tradition of this classic thread on a multi aspect power that got changed from an outlier to a bread and butter power, I'd like to revisit Cobra-Strike.
I liked this power before the changes and love it now. My slotting goal is to maximize damage, stun and recharge while attaining decent (50%+) acc and end reduction.
My slotting for my IO'd 50 MA/SR (who previously had it 5 slotted with Absolute Amazement) is currently.
Mako Quad
Peroxisome HO (dam/mez)
Abs. Amazement Stun, Stun/rech/acc
Crushing Impact dam/end/rech
Gladiator Strike dam/end/rech
acc 45%
dam 91%
rech 85.7%
stun 96.9%
end 61%
I know I could get better numbers. The Abs Amazement Stun could be swapped with Stun/end or Stun/rec (to ED cap rech). A couple more dam% could come from higher than 50 HOs.
What combo's do you folks have for the new high damage Cobra Strike?
I dunno.....
If I was willing to forego a set bonus, I could see the setup above being close to optimal. (And nice work putting that beast together.)
But, a more 'modern' combo might be 4 kinetic combats, two mako's (quad and acc/end/rech) and the upcoming alpha slot enhancer, Spiritual Radial Paragon.
The SRP, assuming it makes it into live with no changes, is...PERFECT for martial artists, and would pull the set up into the top tiers, especially if you team it with recharge-loving secondaries like fire, electric, and especially regen.
Until the SRP goes live, it's hard to argue with the alpha uncommon 'Spiritual Core Boost'. The SCB should be pretty easy to get and adds 33 percent recharge and 33 percent stun to EVERY power that can use them, namely, Cobra Strike and Eagle Claw, as well as Thunder Kick (much less so).
So, for me, that's where I'd go:
4x Kinetic Combat
2x Mako (quad, acc/end/rech)
Alpha Uncom: SCB -
Quote:Eagle's Claw --> Dragon's Tail, will kill lots, and if you go shield AAO is going to make that a lot better. The better AoE will help you go through mobs and the better accuracy will help you a lot higher level enemies.
This.
I'd say a MA/elec. MA helps elec survive, elec adds more recharge, a self-heal, and a damage aura for more aoe.
Plus, with the recent HUGE buffs, MA is no longer weak in any way, shape, or form.
For example, an exercise for the reader:
What PBAOE power can slot a Force Feedback recharge proc, animates in a blistering 1.5 base seconds, does very reliable knockdown mitigation, and can form a two-power attack chain with Eagle Claw, thus achieving nigh-ridiculous critical levels?
Martial Arts builds need to be seriously re-examined in my book.I suspect it can perform much better now than folks remember.