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Posts
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Quote:Just to be clear, this advice looks to be for soft capping DEF, while the OP was asking about RES. Not saying it wasn't answering a specific question, just mentioning it for the sake of clarity.Purple sets are mostly for + recharge
Grab Weave, maneuvers, combat jumping
Slot steadfast +3, Gald +3, kinetic combats, reactive armors, obliteration, 2 taunt sets to work with and brute fury ATO at superior can be split up in 2 separate powers giving you +10 S/L - There are some others but those above usually will work -
On a Brute, the only truly skippable powers, IMO, are Mercurial Blow and Taunt. I have them both, though, and they are both quote useful, depending on playstyle.
I would NOT ever skip Serpent's Reach, if only because it is a ranged attack that doesn't require weapon redraw (plus, as stated, it is the highest - or close to it - DPA attack in the set). -
I was actually thinking of adding accolades using badges that (mostly) already exist.
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Quote:As it has been stated several times in the various Hybrid-themed posts, it was the fact that players COULD manage the end cost on a permanent basis that motivated the devs to change the way the slot worked. They did not want Hybrid to be an always-on power.If an Ill/Rad Controller could find a way to run Superior Invisibility and Choking Cloud at the same time pre-Incarnate powers, people would have figured this out too.
At 100% end reduction enhancement, both of those powers use .52 end per second, which is .02 more than Hybrid would have been. -
I absolutely LOVE my Staff/Ela Brute. Great AoE, mediocre ST, but awesome utility and survivability.
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I think it is high time for some more accolades that grant powers/buffs. Some things to make badging more rewarding. Here are a couple suggestions, please reply with some of your own (I am sure other threads like this exist, but I didn't find any recent ones while searching):
1. 5% Toxic Resist - A few requisite Exploration and/or Plaque badges, Dr. Vaz, maybe Sewer Trial, a couple of Toxic-related kill badges.
2. 5% Psi Resist - Similar to the above, but with Psi-related AVs/Kills/TF Completions
Things like those could be repeated for all of the dmg types/positions, though the more common ones might affect balance issues (I am assuming small resists like 5% to more exotic dmg types won't break anything).
3. +1% Def or +2% Res to all - Basically all of the kill badges. This might be a bit too much, but it would be nice to have a big reward for grinding out all (or a large majority) of the kill badges.
4. Small amount (not sure what number would be beneficial w/o affecting balance) of End Drain or Defense/Resist Debuff Resistance.
Here a couple more half-baked ideas for click-powers, some of which might be useful, some just annoying extra buttons to have to pay attention to:
5. Moderate self/ally heal with typical Accolade very long cooldown
6. An Absorb Shield with typical Accolade very long cooldown
7. A short duration Intangibility 'escape' power with typical Accolade very long cooldown
8. Very very long cooldown self-rez
Just a few ideas to hopefully get a discussion going. I'm eager to see what the rest of you have in mind - I am sure they'll be more creative than these.
They could come up with a more tidy way to integrate these into the power list as well, instead of adding a bunch of additional icons. Maybe have a single Accolade Badge Effect/Power that gets power effects added onto it as you earn them? -
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I posted this in a thread over in the Beta forums, but thought I'd put it up here where more people might see it. What do you all thought about this:
You know what might be cool? Adding an 'anti-crash' to the end of the Hybrid duration. What if, at the end of Melee's uptime (or when you de-toggle it), it did an AoE stun/daze that gave you time to get out of melee range? Or if, at the end of Assault's uptime, it did an AoE -Resist? Something that is relevant to each power's effects, as a big boost at the end. If you accidentally double-click, at least you get the termination effect. Sometimes, maybe you would purposefully double-click it or end it early to get that effect.
There are lots of options: Big heal for yourself or others at the end of Support, or +To Hit, Fear/Stun/Immob/Hold at the end of control, the aforementioned -Res or -Def (or both) at the end of assault, a control effect or heal or big Def/Res boost at the end of Melee. Even if they only lasted 10-15 seconds or so, I think it would go a long way towards putting Hybrid on par with the other Incarnate abilities.
This would also give a clear and obvious signal that the Hybrid effect is over, so you can react accordingly, without staring at your buffs waiting for it to expire (or worse, not noticing and faceplanting shortly thereafter).
The mechanics to implement this should already exist, since it is basically the same as a 'crash' effect, it's just a buff instead.
(I know changes like this aren't likely to be implemented, but I think it is a very cool idea) -
My DM/Regen solo'd just about every AV in the game, and if memory serves, even a GM in PI back before ED (can't remember if I killed it, or just fought it to a 20-minute draw - was like 7 years ago).
It's so much easier now (the AVs, that this, I haven't attempted a GM since I've been back). -
Quote:This sums it up quite well. If you use the dmg form, and go with a dmg alpha and/or hybrid, you'll be just fine in that department (again, not crazy high like some of the outlier sets, but IMO the utility really does make up for the averageness of the dmg).Staff has more defense, more utility, levels easier, and is more easily adpated to non-farming. I'd say that's good enough. I would like to see more ST damage out of the set, but It's good enough as is, just not superb like the few outliers.
I have a Staff/Ela Brute who is an AoE machine (the dmg aura and End drain are a great compliment), and still does pretty solid ST DPS.
It also worth noting that Staff has a solid amount of 'secondary' mitigation effects to its powers in addition to the utility offered by Forms: knockdown on a couple, a cone immob, a decent stun. -
Set bonuses favoring +Def is the main reason I chose as +Res set (Ela) for my Staff brute. The bonus +Lethal Defense from my primary is a nice benefit, but sitting around 60-70% S/L resist and 45% S/L Defense is pretty comfortable in just about every setting. Throw in plenty of +recharge for fast Energizing and Rebirth for an extra heal/regen boost, and unless he's getting beat on by a lot of Psi dmg, not much bothers him.
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Do AV HPs scale dynamically DURING the fight, or only when the AV spawns? It would seem more logical to do it when it spawns, which should make it easy to invite people late for easier kills. Those people, however, may not be in the trial long enough to reap much of a reward.
I read somewhere, a while back, that the lightning has an effect that does a no-dmg attack right before it spawns, and it if hits you, lightning spawns on you. If true, that could explain why smaller leagues get fewer lightning spawns. Again, I have nothing but rumor to back this up, but I have seen a small effect hit me right before the lightning spawns... -
Not to mention the fact that, despite all of the 'forced' testing on Beta, the Mag trial still went live with a VERY significant bug.
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I agree Mak, the smoothest runs I've been on were those where the melee group was diligent about backing out for the lightning, then collapsing back in to continue DPS. The ones that rubberbanded between 20-40% were the ones where people didn't move, and Tyrant was inaccessible for melee dmg for 'extended' periods (or DPS suffered because a bunch of people died).
I try, when I see a problem with Tyrant being surrounded by lightning, to taunt him to a clearer area, which seems to help a little. The best solution, though, is to just move out of the way and keep his area clear. -
I'll try to be around to fill in as needed with my Staff/Ela or DM/Regen, whatever is preferred.
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16-man, no pets on Tyrant worked perfectly. Thanks Rosy Dawn for some nice leadership, too!
What a stupid bug, to cap the lvl shift at 16 and have pets count. Shame on you devs!! -
Yes, you need to swap sides, at least temporarily, to unlock the Patron Power Pools. For /Regen, it is WELL worth it for the Soul Pool.
The Numina Proc should go in Health or Fast Healing, something that is always on. 5 slot your healing powers and use Doctored Wounds. Pretty much the most efficient slotting for those.
Hover should get at most, 2 slots, 1 LoTG +Global Rech and 1 for flight speed if you plan to use it all the time.
Dark Consumption, in my build, at least, isn't necessary, so I dropped it. Between Stamina, QR, and +END/Regen procs, I never have END issues unless I get sapped.
Build for Recharge, then Defense, then more Recharge. -
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Check out the Soul PPP, which has a great defensive power that meshes well with /Regen.
Here is my build, which is, for lack of a more humble term, awesome. Plenty of layered mitigation, solid attack chain, and a few fun toys as well. It's expensive, but inf. is pretty easy to come by these days.
The highlights, if you don't care to look over the whole build:
Perma-Hasten and DP
750% regen
230% Recovery
33.8% S/L Def and 31.6% S/L Resist
170+% Recharge
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Xyzor: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), P'ngS'Fest-Dmg/Rchg(9), P'ngS'Fest-Acc/Dmg(9)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), RgnTis-Regen+(11)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), P'Shift-EndMod/Acc(15)
Level 6: Fly -- Winter-ResSlow(A)
Level 8: Siphon Life -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Dct'dW-Heal/EndRdx(21)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Hover -- Srng-EndRdx/Fly(A), LkGmblr-Rchg+(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(27)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43)
Level 20: Resilience -- ResDam-I(A), ResDam-I(40)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(36), Numna-Heal/Rchg(36)
Level 30: Touch of Fear -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(42), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(48), Abys-Dam%(48)
Level 32: Midnight Grasp -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(37), SScrappersS-Acc/Dmg/Rchg(37), SScrappersS-Dmg/EndRdx/Rchg(39), SScrappersS-Acc/Dmg/EndRdx/Rchg(39), SScrappersS-Rchg/+Crit(39)
Level 35: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(40), Apoc-Acc/Rchg(40), Apoc-Dam%(42), Apoc-Acc/Dmg/Rchg(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(43)
Level 41: Shadow Meld -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: Revive -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
Level 50: Void Core Final Judgement
Level 50: Spectral Radial Flawless Interface
Level 50: Cimeroran Core Superior Ally
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(34), KntkC'bat-Dmg/Rchg(36)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
Does doublehit (and/or all procs, I guess) use base recharge or actual recharge for its calculations?
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Quote:There is clearly an implied negativity, though, when you make a statement like 'The Devs didn't listen to us'. The Devs did LISTEN to the suggestions, but did not make any changes that were in direct contradiction to their clearly stated design goals for this power slot. It is not the devs fault if the userbase continued to lobby for changes that were not in tune with those goals. It is impossible for us to know how much 'consideration' they gave to any and all feedback. The fact that some feedback resulted in changes to the slot should be an indication that they were taking our suggestions seriously.Of course not, and nor should they. But look, you all are assuming a negativity that isn't there. When I say the devs didn't listen, I'm just stating that because it's what happened. I make no judgment on that. They had a concept and decided to go with it. It's that simple. I am not equating listening with "doing whatever we wanted". But Hawk stated that they had no intention of changing their original design goal. As YOU HAVE ALL STATED, there was never an option for an always on power. We agree on that. But if there was NEVER an option for an always on power, then the devs weren't giving due consideration to some folks' concerns. Maybe that was the right decision, maybe not. Time will tell.
There have been contra-examples where the devs have tried something we suggested, found it wanting or not meeting their goals and went another direction. That's listening. That's not what happened here.
Taking the time to say 'The Devs didn't listen' obviously implies that you think they should have, regardless of whether you claim that you aren't passing judgement.