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I know there are a couple of general thread going on about this, most specifically the one in the AT and Powers --> General Discussion, here: http://boards.cityofheroes.com/showthread.php?t=290488
But, since Brutes have the Fury mechanic, which affects our dmg cap, and I am admittedly a noob when it comes to understanding the numbers behind it, I wanted to ask here what some of you are choosing as your Hybrid Tree if you are going Assault.
My thinking is that if you are ever close to the dmg cap and/or you have slow attacks that will make it difficult to maintain stacks, that the Doublehit tree would be more effective. If you are a fast-attacking set that doesn't approach the dmg cap, the +DMG boost tree would be better.
I am Staff/Ela, so I am guessing the +DMG tree will be more effective (although I am currently using the Doublehit one, because I find it more interesting). Before I go T4, though, I want to figure out if I am leaving a lot of dmg on the table because of my choice.
Does Fury put most Brutes close to our DMG cap, or no? -
Quote:Actually it is NOT fair to say they did not listen, nor is it a fact. The FACT is that the devs LISTENED (or, more accurately, READ) all of the user feedback. They just didn't act on every suggestion made, nor should they have (as you correctly pointed out). The passive buffs, actually, seemed to be a direct response to user feedback and suggestions in the Beta thread. So the devs took all of the player feedback and suggestions to heart, and made the changes they felt best served their intended design of the power and its affect on game balance.Well, it is fair to say that the devs didn't listen to some people's feedback. That's a fact. Whether it was a good idea to listen to their feedback is another matter entirely.
Now, I am sure this is just a semantic argument, and you meant that the devs did not make all of the changes that players asked for, when you say that they did not listen to feedback. Still, it is completely unfair to say that the devs didn't listen, when a major component of the power can from user suggestions.
EDIT: A few more comments were posted while I wrote my response, so this is a bit dated now, and in fact, you commented saying that is was NOT a semantic argument, that you actually meant the devs didn't listen. Look, they had a design concept in mind. It is not their job to just bend over and give the player base whatever we ask for. We are greedy and self-serving entities. ****, I want all of my attacks to simultaneously heal me. Guess what? Not gonna happen, nor should it. The fact that devs won't seriously consider it if I suggest that change doesn't mean they are doing a us a disservice. Just because YOU wanted Hybrid a certain way, doesn't mean the devs have to agree or make a single change to move it in the direction you want.
I would hope that part of the design of Hybrid as a sometimes power has to do with some more passive/perma Incarnate abilities later on, though I am not sure if that is the case. -
Quote:This makes SO much more sense than the popular opinion that 'going to hospital heals Tyrant', which I always found a bit dubious (if correct, what a stupid fight mechanic that would be).A few points:
1. Every kill Tyrant makes will allow the Favor of the Well to decrease and grant him a health boost. His health is inversely proportional to the Well, so having the well to a 100 is ideal to kill Tyrant.
2. The Lightning AoE attack of his covers a large area, and also targets random characters. Only way to escape is to either jump outside of the crater, or keep moving around.
3. Extinguishing the Lights of the Well will grant a level shift to a RANDOM character, not everyone will get it. Timing for putting them out has to be right, otherwise, putting out the last Well just as the timer resets them all back is a waste.
The thing with his regen is that his Favor of the Well doesn't just randomly grant him any extra for nothing, it's only if he shows he is worthy, i.e, kills anything or anyone. Avoid having MMs summon pets and avoid using Lores to ensure he gets nothing to kill cause EVERY KILL COUNTS, with the assumption that you WILL run when you see 'The air around Tyrant crackles!'. Completed it twice yesterday with no problems at all, it's so much fun to get him down to 10 and then watch the -8 kick in...A beautiful sight to see.
They key, then, becomes simple: DON'T DIE! -
Quote:How does the name of a power create any sort of expectation, reasonable or otherwise? By your logic, it DOES provide the ability of any char to gain some benefits more usually associated with other ATs. By name alone, that is all it suggests. Nowhere in the definition of 'Hybrid' is any type of 'always on' functionality.Given the power is called "Hybrid", I don't think people's expectations where unreasonable.
People tend to expect the 'newest' thing to also be the best. Because Hybrid is the first new iSlot to open in a little while, the expectations of its impact on the game were too high. This has nothing to do with expectations based on power names/dev comments/etc, just about how much it would change the game experience. Face it, this is just 1 power in a 10 power set. It is no more or less important that Destiny, Judgement, Lore, Interface or Alpha. Every set has powers that are more or less attractive to different playstyles. This is no different. -
Hopeling is 100% right here, and has communicated both the devs goals and the progression of what happened with Hybrid in Beta very efficiently.
Many PLAYERS asked for a perma-toggle with decreased stats, but it was explicitly stated by the Devs that Hybrid was never going to be a perma- power, period. They actually made a fairly significant concession to the playerbase by adding the passive buffs, however smallish they may be, to each ability.
Personally, after using Hybrid for a few days, it is fine. I hope they fix the not-de-toggling but dropping effects bug soon, but otherwise, it isn't really a problem clicking it every 2 minutes or so. It's not a power you can create a build around, like Alpha, but it was never intended to be. It falls into the 'Oh ****' button/Buildup categories, depending on what you choose, and there are plenty of powers in every powerset that use a similar mechanic (think all of the Defensive T9s).
As 1 power in a 10-power set (Incarnate Power Set), it really isn't bad. It is just the first to roll out in a while, so people had unreasonable expectations. -
I pick all of my powers, Lore included, based ONLY on concept. It just so happens that the concept of every character I make is a guy who uses community-sourced testing numbers to pick the best performing options.
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Quote:That IS a cool idea! Something that would grant small team- or league-wide heals every time you damaged or 'killed' an opponent (for non-healers). It could add the new absorb mechanic on top of healing powers (for current healers) in the other tree. Or something that created a HoT pulse/pseudo-pet.I actually think a Hybrid that turned you into a Healer, but only part-time, would be sort of neat, for example.
A +recharge passive would pair appropriately with this ability, I think. -
This expresses the near-constant endgame struggle/disappointment for top tier players (in all MMOs) better than just about anything I've ever read.
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Not de-toggling IS a bug. Be careful with that, by the way. When it happens to me (it's happened maybe 3-4 times), it looks like the power is still active, but it is NOT. You should manually de-toggle it so that it recharges. Otherwise, it will appear to be on forever, but will afford you no benefit, and will not recharge.
I cannot speak to the PvP aspects of the ability, since that is not my cup of tea in this game. -
The only set I've seen so far that will take advantage of this is the new set that converts KB to KD. The Universal Damage Cat is there so that this set can be slotted into powers for various ATs that create KB, be it PBAoE, Melee, Ranged, etc.
I forget the name, but there is a thread about it in this forum. In fact, it is the thread directly below this one (at the time of this edit, at least): http://boards.cityofheroes.com/showthread.php?t=289720 - Overwhelming Force
It is specifically set for dmg-only powers, so that it doesn't fundamentally change certain powers like Hand Clap, that don't do damage. -
For the OP, the Support options provide an always-on 10% End Discount (at T4), so maybe that would be a good option for you, to gain whatever wiggle room you need from an END perspective. Otherwise, the Double-Hit assault seems like a solid option, even though you may not have much need for its 10% Passive Dmg Bonus.
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I took Agility.
It provides almost the same +Rech at higher tiers, and with IOs, it was fairly easily to get enough +Rech for Perma-hasten (although I do use a couple Purple sets in my build). With the +endmod from Agility, not only do I NEVER have end issues, I can basically bottom out mobs end bars with a single Power Sink. Throw in +Defense over +Disorient from Spiritual, and I think Agility is the clear choice for Ela. -
I took all of he powers in both sets on my Staff/Ela. You'll find that you have a 4-power ST chain and a 3-power AoE chain.
Now, like many sets, the low DMG, fast ST attack is 'skippable', although it is a nice way to generate a quick Combo Point and/or finish off a mob with just a sliver of health left. The other ST attacks are long-ish in their animations, so 1 fast attack is kind of nice. The other thing about M. Blow, which made me keep it over an Epic or Patron PP attack, is that it obviously doesn't require weapon re-draw. I find redraw a very annoying slowdown in my attack chain, so if one of my 3-4 core powers required redraw every time, I would hate it.
Innocuous Strikes is a solid dmg, wide-ish cone, and really helps Staff shine at its strongest suit, which IMO is AoE dmg. I don't think you'll want to skip this one.
Eye of the Storm shouldn't be skipped.
On the Ela side, I am thinking about respec-ing out of Power Surge, only because I hardly ever use/need it, and I loathe powers with crashes. Not sure what I would take instead, since it is only single-slotted (and a nice mule for my Shield Wall IO). I never have any END issues, so I certainly wouldn't take Superior Conditioning. Otherwise, i'm happy with all of the powers in this set.
That's my 2 inf. I am sure other people with some Staff/Ela experience will offer their opinions as well. -
Here is the build for my Staff/Ela Incarnate. It is an expensive build, with a bunch of purple sets and PvPIOs, but I find it to be worth it, as this toon is an absolute monster.
Highlights:
45% S/L Def before GS
60% S/L Resist, 50% Cold/Fire Resist
Perma-Hasten
250% Regen
Please feel free to provide observations, suggestions, critiques, etc.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning.Rod: Level 50 Mutation Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Precise Strike -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/EndRdx/Rchg(3), SBrutesF-Dmg/Rchg(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 4: Guarded Spin -- SBrutesF-Acc/Dmg/EndRdx/Rchg(A), SBrutesF-Acc/Dmg/Rchg(15), SBrutesF-Rech/Fury(15), Sciroc-Acc/Dmg/EndRdx(17), LkGmblr-Rchg+(17), Sciroc-Acc/Dmg(19)
Level 6: Eye of the Storm -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(23), Oblit-%Dam(23)
Level 8: Staff Mastery
Level 10: Mercurial Blow -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 12: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-EndRdx(29)
Level 14: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(34)
Level 16: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33)
Level 18: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 26: Innocuous Strikes -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Acc/Dmg(39), Sciroc-Dam%(48)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx(40)
Level 30: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx(42)
Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), SW-ResDam/Re TP(48)
Level 38: Power Sink -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Rchg(46)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt(50), Mocking-Taunt/Rchg(50)
Level 49: Power Surge -- GA-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(39)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 8: Form of the Body
Level 8: Form of the Mind
Level 8: Form of the Soul
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
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Here is my current Staff/Ela build. I welcome any suggestions/critiques, though, so far, I am quite happy with it. It is obviously quite expensive, with a few purple sets, but if you have the money...
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning.Rod: Level 50 Mutation Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Precise Strike -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/EndRdx/Rchg(3), SBrutesF-Dmg/Rchg(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 4: Guarded Spin -- SBrutesF-Acc/Dmg/EndRdx/Rchg(A), SBrutesF-Acc/Dmg/Rchg(15), SBrutesF-Rech/Fury(15), Sciroc-Acc/Dmg/EndRdx(17), LkGmblr-Rchg+(17), Sciroc-Acc/Dmg(19)
Level 6: Eye of the Storm -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(23), Oblit-%Dam(23)
Level 8: Staff Mastery
Level 10: Mercurial Blow -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 12: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-EndRdx(29)
Level 14: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(34)
Level 16: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33)
Level 18: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 26: Innocuous Strikes -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Acc/Dmg(39), Sciroc-Dam%(48)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx(40)
Level 30: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx(42)
Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), SW-ResDam/Re TP(48)
Level 38: Power Sink -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Rchg(46)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt(50), Mocking-Taunt/Rchg(50)
Level 49: Power Surge -- GA-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(39)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 8: Form of the Body
Level 8: Form of the Mind
Level 8: Form of the Soul
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
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Quote:This.Staff/Elec here. Very easy to soft cap Defense to M/S/L and very high resists to boot. A great heal plus end recovery and you are highly survivable and very self sufficient. Great combo, I really enjoyed it.
For a Brute, I liked using a +resist set, since it is so easy to slot for +Def. With the Resist from Ela plus the Def from slotting, Staff/Ela has a very nice layered mitigation (I also slotted up some +Regen for a third tier). -
Check out Staff/Ela. I recently got mine to 50 and really enjoyed the ride!
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Staff/Ela is a great combo, fwiw.
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I wasn't able to do much that would boost +Rech beyond the ~170% Xyzor sits at now. Inf isn't really an issue for me, so I will likely make a 1-slot swap from Health (breaking up a Numina set) and put it in Weave, swapping a LotG for a PvPIO to match up with the Shield Wall unique. Maybe it's an unnecessary 300+ million to spend just to keep a 10% regen bonus, but at this point, we're looking at the smallest of tweaks...
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So, I tweaked my build a little in mids and pulled some slots from Integration and Health and tried to squeeze some more +Def/Res/Rech out of the deal.
The net result was, IMO, insignificant. The defense numbers increased by less than .5%, and while I was able to pick up about 3.5% more +Resist to all (made room for a Shield Wall proc), I give up 9% Regen and 10% recovery. Not sure I'd miss them, and I might still make this change eventually, but for now, I don't think it is worth the respec and 1+ bill inf. -
Quote:I don't disagree with this, not at all...On a regen...actually slotting health is about worthless...the gain is so minimal above and beyond a single proc it's not even worth it, especially when the other valuable proc is already in FH. Most of my regen builds have around 700% passive regen with toggles running. No IH, no rebirth, no nothing...just integration....if I run integration, and then drop IH and rebirth I am so close to the regen cap on a scrapper I could kiss it....so your same argument could be made for slotting health, could it not? Recharge is more beneficial...FAR more beneficial than an extra proc slotted into an inherent that is essentially a mule in that powerset...especially when you won't necessarily get the full benefit of it all the time. It is essentially the same as chasing +Def bonuses until you are way past the softcap (or incarnate softcap, if you could get way past it), because "more is better"...when sometimes more is not any better. Regen's have regeneration in spades...what they need is recharge and Defense!
My DM/Regen sits around 750% Regen without anything special running (IH/Rebirth, etc), and still have over 170% +Rech. I have 3 slots in health and 3 in FH, each with a proc and some set bonuses. I use mainly Numina's there, to stack even more Health and Regen, but maybe I don't need them. I could probably move some stuff around and squeeze another slot or 3 out Health and FH. Maybe I'll try it and see if I notice a difference. -
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Quote:If by 'cheaper' you mean the inf. cost, then yeah, it will be cheaper. It is MUCH less slot-efficient, though, so the 'Cost' in overall power is high. Is 5% recharge there worth the 2-3 extra slots you need to put in that power to get it? Could you find 5% (or more) with an extra slot somewhere else for a set bonus or LotG?The reason i "overslotted" those powers is to get the 5% recharge bonus from DW, I think that's still cheaper than trying to get the same bonus from (for example) Obliteration.
Also, what procs are you talking about? Miracle, Numina and Performance Shifter?
Those were the procs I was talking about, yeah. You might want to look at the Regenerative Tissue one also, though I don't know the numbers for it offhand.