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Posts
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No really. I've been playing that other game recent and i made the mistake of posting on the forums, and i forgot exactly how mean the cruel the internet can be outside of the very pleasent CoH forums.
So, I just wanted to say 'Thank you for being awesome.'
-Arby -
I guess it should make me happy you havent global ignored me yet then Dead West
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easy enough to check yourself in game.
your [traps.seeker drones] in to any chat window and look up the effects there. Im pretty sure its -20% dmg per drone though. -
also, hitting 'm' opens the map, which gives you a rough layout of areas, and will display objections that are close to completion (like Rajani said)
My girlfriend, who plays about once a blue moon, has actually moved her map to the corner of the screen, and always has it open, so she knows exactly where she is at all times. Something like that may help you out as well. -
Basically anything over 45% is a waste. For a shielder, you may want 47% just so your DDR can soak some stuff and keep you at the softcap, but really anything over that is a complete waste.
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Quote:DR is a tool that gives a lot more flexibility to designers when they are creating powerful effects. Without it, PVP would just come down to who can buff the fastest to get off their killing blow.
I understand a hatred towards DR, as it really does monkeywrench a lot of builds, but it does give the Powers team a lot more flexibility in what they are allowed to create.
The thing is Posi, DR really kills any buff classes. Its not so much who can buff the fastest, but who has what buffs active. And right now, any buffs (even self buffs) are about useless.
While i understand that DR allows you guys to give us massive PvE powers without affecting PvP too much, it really makes about 80% of your ATs and powersets useless in PvP. -
You actually want to try to string together the attacks with the highest DPA together as much as possible (DPA = damage per activation, which you just calculate by dividing the damage by the cast time) Then you figure out the required recharge to run said chain.
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Heres what my bot/traps run with, but its a very strange build, and most people tell me its awful and can't do anything, so really YMMV.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Arbegla 2.0: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(37), SvgnRt-PetResDam(37), EdctM'r-PetDef(37)
Level 1: Web Grenade -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34)
Level 2: Pulse Rifle Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
Level 4: Triage Beacon -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(5), Panac-Heal/EndRedux(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal(7)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Acid Mortar -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), Achilles-ResDeb%(33)
Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Enzym(19), HO:Enzym(19), HO:Enzym(33)
Level 14: Fly -- Frbd-Stlth(A), Winter-ResSlow(15), Zephyr-ResKB(15)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17)
Level 18: Repair -- RechRdx-I(A)
Level 20: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(23)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Caltrops -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(27)
Level 26: Assault Bot -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(40), S'bndAl-Dmg/EndRdx(40), S'bndAl-Build%(40)
Level 28: Seeker Drones -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(29), DarkWD-Slow%(31), Amaze-Acc/Rchg(31), Amaze-ToHitDeb%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Upgrade Robot -- RechRdx-I(A), EndRdx-I(33)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), SW-ResDam/Re TP(36)
Level 38: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
Level 41: Charged Armor -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(42), S'fstPrt-ResDam/Def+(43)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(50), Zinger-Acc/Rchg(50), Zinger-Dam%(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(39), Mrcl-Heal(43), Mrcl-Rcvry+(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
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I'll have to second what the other poster said about keeping scorch slotted. Bruising is just too good to pass up.
Like i said in the scrapper forums, my chain of scorch->incin->fire sword->scorch->greater fire sword runs with limited recharge (just hasten really)
Which means if you have any form of global recharge that chain should be pretty seemless on its own, and as it has two scorches in it, if you miss with 1, you'll have the second to keep bruising up at all times. -
I havent noticed, but do the pets do any animations on their own? like attacking (for 0 damage, like snowballs) or anything? Or do they just kinda stand there and look pretty?
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Honestly, on a bot/traps, the softcap isnt that important for you, but its VERY important for your pets. If you can manage somewhere in the high 30s on defense (doesnt really matter if its positional, or typed) your protector bots will cover the rest for you. Base they give 7.5% def, and if you slot em up, pretty well, they can give upwards of 12% def. (meaning you really only need 37.5% to 33% def)
Another bonus to slotting up your protector bots for defense is that they can very easily softcap your other pets. Between your FFG giving 10% to 15%, the pet def aura giving 5%, and your protector bots double bubbling, you can pretty easily softcap the pets, and then they become pretty durable. I've had my poor battle drones tank a death mage for quite some time due to their softcap.
Once you get a decent amount of defense for yourself, try to get triage beacon perma, or even double stacked. This will amplify the protection from bodyguard mode, and allow your pets to quickly regain health when the protector bots aren't in a healing mood.
Then i would go for some resistance. Using the hero side epic power pools your looking at force mastery, for temp invuln. Honestly it may just be easier to go villain side once you hit around level 40, do the patron arc really quick like, then swap back to hero side (plus you'll get the full circle badge in the process) So you can get access to mu mastery. It has a resistance shield, an AoE immobilize that has -KB so it keeps the bots from knocking things around, and doesn't cause redraw.
Between your layers defense/regen/resistance and your debuffs stacking to add to them (-tohit from seekers stacks with your +dam, -dmg from the seekers stacks with your +resistance) and the -res and -def from the acid mortar making your bots do more damage, and hit much more often.
Like another poster said, you really want the -res proc in the acid mortar, as that proc basically gives you a free acid mortar, and if you can get out 2 or more acid mortars then the proc becomes basically perma.
You can max recharge in seeker drones, acid mortar, triage beacon, and poison trap. You can put some damage procs in poison trap if you have the slots for it, but its not nearly as awesome as it used to be.
Hope all this helps out. -
My fire/fire/fire blaster lives in melee. If i'm not using RoTP every time its up, i did something wrong.. And thats how i play him
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Once you get perma dom, you shouldn't have any endurance issues at all.
Plus, if you fight within your own static field, and keep conductive aura running, you should elimiate most of your endurance problems. Static Field has a chance to give end back to any ally in its area of effect, and conductive aura costs 0 end to run, and gives you +recovery and +regen for each mob within range.
So, the normal tactic is to throw static field into a group of mobs, knocking them all asleep, then running into melee with conductive aura on so you drain their end, and resupply yours. Then you goto town beating things up getting additional endurance from being in the static field -
Quote:We don't need healers, buff/debuff is SOOOO much better then pure healer. This isn't 'that other game' and reactive healing is about the worst way to keep someone alive. Heck, play /traps, or /sonic, or /Ta, all pretty viable debuff/buff sets that have 0 healing at all.I'll say it again, this isn't about building a toon a certain way, it's a request for Purple IO's, for multiple reasons.
extra res and def, and purple bonuses that don't leave with being exemplar-ed.
a healing purple set for our beloved healers, god knows we can't do hard things without them, it's time they got some purps to help them heal us.
a end mod purple set for those situations that require awesome recovery or a well built sapper.
as well as other aspects of the game that have no purples either.
and to balance out the drop pools.
The drop pools are pretty balanced as is, as the temp power drops (the only thing you've complained about) are on a totally different drop table then purples recipes (heck, different drop table any other drop) you can could in theory get a temp power drop, and a purple off the same mob.
While i do agree that more purple sets wouldn't be a bad thing, the PvP sets pretty much fill in any gaps you could have on that 'I need that shiny that does awesome things, and i want to do it at all levels' thought process as those enhancements aren't affected by exemplaring either. -
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In between running TFs, if your going to solo, make sure you enable bosses, and run at 0/5 or higher. That way a boss in spawned in each group. Bosses have a much higher drop rate then minions to (i think its like 1:30 for bosses, and 1:1000 for minions) So in between TFs, while your running your tips, or just normal missions, be sure you have bosses enabled.
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Quote:No, purple enhancements don't enhance powers "like any other set". They have higher enhancement values than other IOs. Given that there are already so many means to buff defense, my concern was that it wouldn't be good for game balance to pile more on by making a new superior enhancement set available.
I don't know where you get your "1000%" number from. The softcap for defense is 45%.
Purples do any enhance powers like any other set, because it is still limited by ED. It doesn't matter if the set offers 150% def enhancement value, because ED will still knock that down to 60%, or around there.
The only real difference is that purple set bonuses work at all levels, so the exemplar rules don't apply. -
What about uniques? That function both in PvP and PvE? (3% def, 3% res anyone?) and then you factor in DR.. so not just are you screwing over the PvE bonuses, but then your dimishing the value of the PvP bonuses by forcing players to only use them in a setting where they are dimished.
/unsigned -
Here's what i was able to come up with using ice mastery. Its not quite soft capped, but a small purple will get me there, and inspirations drop like rain. Its also still perma dom'ed, and thats always nice. I'm thinking of the muscaluture alpha for it once it dings 50, and that should fill in the holes in the damage departement. Between Static Discharge, Ice storm, and Thunderstrikes small AoE radius, especially with Bu and sleet backing it up, it should work out pretty well.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Gravity Spark: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Crush -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(37), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(40)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/EndRdx/Rchg(31)
Level 6: Lightning Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(25)
Level 12: Crushing Field -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(13), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19)
Level 20: Assault -- EndRdx-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 30: Dimension Shift -- Acc-I(A)
Level 32: Singularity -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 38: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 41: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42), Achilles-ResDeb%(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod(5)
How is Static Discharge anyways? the damage seems slightly higher then charged bolts, but it says it has over a 2 second cast time, so it is a downer to use it for extra AoE damage due to the long-ish cast time? -
After looking it over, im thinking i may just have to resort to ice mastery, as sleet, ice storm, and frozen armor are really just too hard to pass up, and i could really use the AoE goodness.
Mu mastery i stuck with due to concept (there is no elec mastery for doms) but i think i can wing the grav/elec/ice concept as a elementalist instead. -
Hey guys..
So i made a build for my gravity/elec, focusing on pets, and just damage, but after running it in a ITF, i really feel like having the lethal/smash def cap will do her a lot of good. But i'm not sure if its possible with the abilities i want.
I want mu mastery, as the pet can heal, and with singy as well, healing would just be nice.
Does anyone have any builds out there i can look at that either L/S capped gravity/ or /elec? -
Quote:2 arcs (one per each side) (without counting the incarnate arc)There were...like two arcs, some QOL stuff, badges, and filling out Praetoria.
I don't feel it's a far cry to say the main attraction of I19 was incarnates. There wasn't much else to it. And yes, the main story of the game was being told via a TF only Incarnates could really do. So I don't see how "Well...there may be an arc about saving Officer Wincotts cat!" is much reassurance.
Inherent fitness, more badges, more tip missions, events, a third build, oh and 3 free respecs.
Yea... there was nothing that except incarnate stuff.. -
Eh, i'd like to see your build before you say defense on a invuln is really poor. You can softcap lethal/smash pretty easily with 1 person in range of invincibility, and with your already pretty high resistance, tanking on an invuln is pretty easy.
Keep in mind the most resistance or defense they have given us for 1 IO is 3% (the pvp offers a 3% resistance unique, and both steadfast, and a PvP IO offer 3% defense) So, you may be able to get another 3% resistance unqiue in the mix, but i'd think something along the lines of a defense BU. Like a mini mog proc would work, say a 5% chance to add 25% def and 30% resistance for 5 seconds, that way it's not always active, but can be up enough to work out. Even in a toggle having a chance to proc every 10 seconds, with a 5 second duration it wouldnt be perma at all. -
Don't think of the purple pet set in MM terms.. think of it in Controller/Dominator terms.
BU for fire imps,or any other controller pet, aside from maybe singy? Yes please.
4% damage for dominators, on the cheap? Definitely. -
And whose to say the new 'purples' in the event we actually get them, will offer the same bonuses as the current purples? Look at the pet purple set right now, it offers completely different bonuses then the usual ones.