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Posts
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Quote:Level 50, it'll be amazing. getting there... not as much funIt seems to solo exceptionally well for Boomie. Perhaps, it's not an +4/x8 solo'er but it can do nicely against single very difficult targets.
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Not sure if its been mentioned or not, but MM seems to have a really easy time on this the KIR, especially if they use bodyguard mode correctly. Yes, some shots will hit AM, but getting him down to even 70% before the end phase won't really nuke the raid (its what? an additional 10% damage?) but it'll allow the the MM to pretty much completely ignore the pulses, and disintegration with bodyguard mode is pretty much a joke in and of itself. Combine it with any form of +regen, and due to bodyguard mode your actually gaining more hit points then you'll lose.
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I have an elec/cold. While it is nice on teams, it can't really solo very well. So in the event you like soloing, elec/cold is prolly not the best idea.
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Quote:On the other hand, go try the new Keyes Trial, then come back and let us know what you found so easy about it.
2 words:
Bodyguard Mode.
Masterminds can basically ignore about half of the trials mechanics if you use bodyguard mode properly, and stay near your pets. Pets are immune to the pulse, so you can basically just soak it all, taking 75% less damage then everything else, and the Disentegration can be ignored as well, also due to bodyguard mode. Makes a lot of the mechanics easier to deal with
Granted, the other ATs have it hard, but MMs get it pretty easy. -
MMs in bodyguard mode DO NOT have to worry about disentegration. Bodyguard mode soaks all of the damage, so on a MM heavy Keyes, you can basically ignore that portion of the fight completely. You just have to make sure you are in BG mode, and you have most of your pets around you (for melee heavy debuff sets, like /traps and /pain that wouldn't be an issue, but sets like /FF and /thermal might have some problems keeping their pets around them, and being effective at doing thier job)
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Even on TOs, between static field and the free aura you get on electric control (you get both by level 12) you should be able to sap pretty easily. You'll have to do it in melee range, but that shouldn't be a problem for /earth.
Remember, dominators are NOT ranged ATs, they are hybrids. They are best played like a blapper with control powers, so control your target via mez (static field is best for this) then proceed to smash their face in via your melee attacks. Use your ranged attacks to fill in your melee attack chain or to catch runners.
/earth and /nrg has the added benefit of power boost, which increases the end drain, but i'm not sure it affects the -recovery. /elec has the chance of -recovery, and the added benefits of having a chance to give you back more endurance on attacks. -
Quote:I'm still wondering how the cost of shards have gone up, as they opened up being able to get shards from any even con mob, instead of just level 50+ mobs.I focus on the the shards not the threads. The threads are easier. But in my world, the cost to craft alphas has gone up. I have to have more to craft high level alpha slots now. I'll post pics shortly. I'm going into the game now.
It actually makes getting shards easier then before... -
Quote:I'm confused by this.. They lowered the Inf requirement prices a lot since it was first introduced, and they increased the drop rates of the components, as well as added extra astrals to open leagues.NO, if your paying attention you'd notice they've upped the price and requirements for almost all incarnate slotting.
They also allowed you to convert Notices into threads, and added threads and astrals to the Tin Mage and Apex TFs.
So how are they increasing the prices and requirements of all incarnate slotting? -
I did forget about /poison adding toxic resistance. I know its a small amount, but hey, it does add up, and can really benefit in the long run with proper slotting (my demon/thermal's Thaw actually provides 11.9% cold resistance, which is a pretty decent amount)
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Basically any thermal and force field masterminds, they got a double buff with the MM upgrade buffs, and the AoE factors for the FF and thermal shields.
My demon/thermal is pretty awesome now and i'm loving it -
Basically what the title says.
Increased Density from /kinetics got the AoE treatment, due to the resistance that it offers (which according to mids is about 18.8 smashing and energy for a corruptor/controller, 25% for a defender) for 60 seconds
Why didn't thaw get the same treatment as it offers 80% resistance to slow (both movement and recharge) and 7.5% cold resistance for 90 seconds.
My suggestion is to make thaw into an AoE like power like Increased Density is, but only allowing the slow resistance, and cold resistance to apply to the AoE, leaving the mez protection alone.
what do ya think? -
Heres my ice/kin build, its a concept character (water bender) so i picked ice mastery for the added concept, but all in all its pretty nice. I figure either void or cryonic judgement will fit the concept and allow me to take things out pretty easily.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Ryu Nikai: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
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Level 1: Frozen Armor LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(9), Ksmt-ToHit+(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 1: Quick Strike KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Body Blow Mako-Acc/Dmg(A), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 4: Smashing Blow C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 6: Hoarfrost Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(36)
Level 8: Wet Ice EndRdx-I(A), EndRdx-I(50)
Level 10: Chilling Embrace TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(11), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(13), TmpRdns-Rng/Slow(13), ImpSwft-Dam%(15)
Level 12: Hasten RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 14: Super Speed Zephyr-Travel(A)
Level 16: Icicles M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 18: Glacial Armor LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(40)
Level 20: Power Siphon GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 22: Boxing Acc-I(A)
Level 24: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42), RctvArm-EndRdx(42)
Level 26: Energy Absorption LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Acc(31)
Level 28: Burst Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(46)
Level 30: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 32: Hibernate Numna-Heal/Rchg(A), Numna-Heal(33)
Level 35: Focused Burst Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
Level 38: Concentrated Strike C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 41: Permafrost S'fstPrt-ResDam/Def+(A)
Level 44: Block of Ice G'Wdw-Acc/Hold/Rchg(A)
Level 47: Ice Blast Thundr-Acc/Dmg/Rchg(A)
Level 49: Ice Storm Posi-Acc/Dmg/EndRdx(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Partial Radial Revamp
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Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5), Numna-Heal(5)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Also, there is this:
http://boards.cityofheroes.com/showp...1&postcount=42
Which basically says you can die before the last phase all you want, you just can't die during the last phase. -
Matt, thing is the 'Loves a Challenge' badge doesn't require BOTH no deaths and not destroying the terminals during the last phase, its either or.
So either you do the whole thing without the ENTIRE raid not dying, OR you just skip out on destroying the terminals that allow Anti Matter to regenerate up, thus prolonging the last fight.
oh, and what secondary is 'toxic'? Do you mean poison? which has about the WORST single target heal possible... heck the day job heal other power is better then the /poison heal. -
Eh, even if you dont use the server transfers very often, there comes a time where some level 50s need to retire, and the best way to do that is to transfer them to a server you don't use often. It helps a lot to free up slots on your main server (i did it with Arbegla 1.0, as i just couldn't bring myself to delete her, but the 2.0 incarnation is just so much better..)
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For those who haven't seen it, check out the HBO-GO double feature, it sums up a lot of the things from the series premiere, while also adding a little more to it.
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The problem is, /regen is pretty much a 1 trick pony, your HP goes up and down like a yo yo, and if you can keep the ups more then the downs, you win. But, if anything with any form of -regen (your only form of mitigation by the way) so much as looks at you funny, your going to die.
Unless you stack insane levels of defense via IOs or primary (katana and broadsword) you have no other form of mitigation. When compared to any other armor set, they ALL offer ways to resistance their main form of mitigation from failing. And while they do have holes (invuln with psi for example) they aren't usually going to fall to lethal and smashing damage as well, where /regen weakness is basically anything that can out do their regen, and -regen debuffs pretty mean death for even well played regen players. -
Quote:You do realize that not just is Barrier not perma (unless you have the t4, then a whole 5% def/res is perma) but it scales down massively after 10 seconds, and its subject to DR...your completly missing the point im trying to make, the barrier incarnate is to powerful in pvp zones, and anyone who uses it regardless of how good your toon is or not in pvp can never be touched until the barrier wares off, stalkers arnt so bad in pvp if you have good enough perception but barrier cant be penitrated until it wares off
So yea, lol barrier in PvP. -
Quote:Willpower gets -20% regen debuff resistance in Fast Healing.The suggestion I replied to was that /regen should get the same amount of -regen debuff resistance that WP gets.
And WP most very certainly does not get -100% regen debuf resistance.
Willpower also gets inherent resistance debuff (due to having resistance powers) and defense debuff resistance (though, a small amount)
So, in order to scale regen up to the durability of willpower (as in, being able to sustain about the same debuff) regen should actually have higher regen debuff resistance, which is why i mentioned putting some (say, 80%) into Instant Healing. You'll still have to click it in order to benefit from it, but it'll make IH a very nice power to save your tail when things hit the fan (MoG being used to soak alphas, IH being used for long term survival) -
Eh, if they put a -20% regen debuff resistance into fast healing, and -80% regen debuff resistance into IH (as its Instant Healing, no amount of -regen should negate it, and currently a malta mech looking at you funny floors your regeneration, even with IH running)
that'll give you a passive amount of make it less likely your regen is floored, and when you hit IH you should become immune to -regen debuffs for the IH duration (unless the debuff scales, so say your facing a -1000% regen debuff (/rad wardens and Positron for example) and you have -100% regen debuff resistance, are you debuffed by 500% (1000/2)?, 900% (1000-100)?, or 0% (1000-1000)? -
Scrapper ranged attacks use the scrapper melee scale, which is the same as the blasters ranged damage scale, thats why some attacks are the same.
Lets look at fire sword:
Blaster: 131.2 damage
Scrapper: 82.6 damage
Blasters are higher -
Eh, blasters have the highest ranged modifier, and the second (or is it third?) highest melee modifier, which means even the lower DPA melee attacks, still hit like a mack truck, and you can't just spam 1 attack all day long, or else you'll be waiting on recharge times.
Blasters are better in teams with support to back them up, but a full fledged */* blasters (yes even including /dev and ar/ and DP/) can still back a decent amount of damage, and make most things melt pretty quickly.
Blasters also have the highest average number of AoE (their blasts having a minimal of 3, and the secondaries offering atlest 1, even in the form of a pbaoe toggle) -
Eh, targetting drone also offers tohit debuff resistance, which can make CoT and other things that debuff tohit that much easier.
Also smoke grenade + trip mine is pretty quick, and with the stealth IO, or cloaking device you can pull it off everytime. The defiance boost from trip mine is nice as well.
Gun drone needs a buff, and time bomb is skippable but if you play to the strengths of the sets, instead of trying to play like any other blaster, you'll do pretty decently.
Caltrops can really mess with the AI, and prevents most mobs from ever getting into melee range with you, which allows you to focus more on blasting. -
i know B_C is talking about scrapper, but would a brute or stalker attack chain be any different? Would gloom help out in that case?