-
Posts
217 -
Joined
-
-
I sort of fall in between. I've played for a long time, I've tried out a lot of power combos, but also have plenty of things I've never, ever touched (I just got my first dom to 50 a few weeks ago!).
I make a lot of characters, but it's with the goal of finding something I'm happy to run as a main. So I guess it's alt-itis that will eventually result in a bunch of untouched 50s and 1-2 focused on characters. I've gone through 3 accounts (this being the third), so only have a couple 50s now.
If I ever find the Holy Grail in terms of a character who I want to focus on, anyway. Trying to strike a good balance in damage, both ST and AOE, and 'I can survive whatever'. -
Quote:I'd say WS compares reasonably alongside VEATs. At least, those that I team with. But hey, maybe most of them just suck.Veats are vastly better than both. they do more damage and more survivable in that they have comparable defense/resistance on top of mez protection. my perma ML NW out performs my perma eclipse any day of the week.
how does the interrupt time have anything to do with eclipse? because you can take the damage better during a mez? the situation were dwarf would detoggle would assume that you're getting stacked with stuns and even a WS slotted for HP (which would yield something aroudn 1500-1600) you'd still get taken out.
You don't have to get 'stacked with stuns' to detoggle dwarf, you can get hit by a single mez and have it cancel while switching. I notice it alot when popping into dwarf to mire for extra damage on Nova AOEs. I don't solo beyond tips so I'm often not the sole carrier of every shred of aggro.
It's still a problem, Eclipse does help make it a bit less painful. That's all I am saying.
edit: Depends on what we're comparing, WS has some strong AOE output, but won't stack up on ST against a NW. Especially one that knows what they are doing with a proper build and attack chain. -
I don't feel the need to add an APP or PPP to my Kheldian. Where would I pull slots from?
I'll keep my concealment pool mules. -
Quote:Maybe PBs.i believe he was talking from a purely performance point of view. it really is night and day when you compare the performance of the two.
I am more than satisfied, in fact, to the point of maybe picking up my WS as my main over my Bane.
As for the interrupt, it's only really an issue (IMO) pre-eclipse or during moments eclipse is down. -
I don't think that is relevant unless you are trying to chain-hold the same group of critters over and over again. In real play, moving from spawn to spawn, it would be more valuable to have the power recharge faster since a decent team will knock over a spawn before the hold ends (especially with domination rolling).
But, as you said, from a purely numbers perspective, yes, it is better. -
With the ease of acquiring more expensive IOs (LotGs, quads, etc.) due to A-merits (and regular merits), the Inf cap isn't too much of an issue outside of buying cheap sets, components and purples. And, well, purples are a waste on the majority of characters. Unless you're, of course, counting the money lost from spending A-merits on LotGs to use rather than sell.
I posted a Widow build over here: http://boards.cityofheroes.com/showp...1&postcount=11
That may serve your needs, and with using A-merits to buy the LotGs, and possibly the uniques and a couple other specific pricy bits, the only really expensive pieces are the Cytos (which 'sort of' can be replaced with some ToHit Buff/End Reduc set pieces). It might not be 'the best', but my friend who runs it now is quite content. -
Heh, I was considering changing my Arch/Traps to Arch/Dark but decided against it. It'll be really awesome having multiple Archery characters together once ROA comes up. Groups dying in seconds, mmm.
-
Quick-fix in mids, most people don't toy with the database editor but you can do some good changes with it.
Options -> Advanced -> Database Editor.
Select Main Database Editor
Find: Warshade_Defensive ont he far left column.
Select the above, find: Black Dwarf on the far right column. Below that column, select 'Edit'.
Choose the Mutual Exclusivity tab along the top of the new window that opens.
Check the box for 'Skip Mutual Exclusivity for this power.'
You can now toggle dwarf on with any other powers.
Click 'OK', then back in the main window find Warshade_Offensive, and beneath that find Dark_Nova, and repeat the above steps you did for Dwarf.
Save & Close in the bottom right.
Be warned, though, this will let you toggle ANY power on with these. Even both forms at once. Unfortunately, I don't know how to edit the mutual exclusivity grouping rather than just shutting it off.
Just remember that while in form: No toggles will work, and neither will absorption. You can benefit from Hasten, the inherent fitness pool, accolades, eclipse, either mire.
If I discover how to access and edit the grouping files to change what's excluded I will update this with instructions. -
I, personally, feel that Kheldians don't need APPs/PPPs anyway. I've looked at them and considered what it'd be like to add one to my WS, and I think her last 4 powers are better off as Quasar + 3 concealment mules for LOTG.
Quote:Only issue I've had with mine is the same that PBs probably have: Getting hit with a mez while trying to change forms (i.e. you are human, going dwarf, get hit mid animation) will cancel it and leave you in human. But, hey, post eclipse, who cares?What I have yet to see is anyone who can point to a single quantifiable problem with Shades.
Then again, not sure the last time I saw a non-human only PB, so I guess that IS a WS only problem. -
They do work in forms. It hasn't been fixed in mids.
-
Something came up tonight, won't be able to make it.
-
Strongest power sets? Umbral Blast/Umbral Aura.
-
I'm obviously not an expert, but I would FS one spawn and then ROA the following while you are still buffed from FS. Otherwise, yes, unless your team is low AOE damage, they will obliterate the same spawn before you can FS+ROA most likely.
-
Thanks for the input. I've played a lot of Dark Miasma (on defenders) and know what I'm getting with it, and love what it has, but pairing it with Archery is new territory for me. Especially with viable damage output.
Traps is pretty great too, I especially love Caltrops procced out. Whatever set I pick up will be a great contribution to a team, although I think for sheer mob popping power I'd benefit from /Dark more.
Probably take Power Mastery to add in PBU for more burst damage goodness.
edit: As someone who plays a lot of Dark Miasma, my biggest pet peeve is those people who save HT to rez and NEVER, EVER use it otherwise. Not even to debuff AVs. -
I know there's a lot of awesomeness involved with Fire/Dark corrs. But how about Arch/Dark? I've never taken a corr really high, mostly due to hating COV pre-GR. I imagine the fire/dark awesomeness is due in part to Tar Patch -res. Arch/Dark would benefit similarly, of course, but perhaps safer due to tossing out the patch and ROA from behind cover.
I was also considering Arch/Traps, but having a heck of a time deciding.
Can anyone who has played these sets together let me know how they perform? I will be on a regular team with the character.
Or perhaps I'd be better off just going blaster? Does the -30% res make up for the blaster difference in damage and then cap it off with Scourge being awesome?
I was planning on building for high levels of recharge, so as to bring up patch and ROA very often. -
I didn't see the pets radio button when I made my joke, I was too busy being distracted by the other stuff in the image.
But yeah, I wouldn't mind keeping the current team window and only having this for leagues. Bit annoying, especially after being used to this one for so long. -
Is there room for me to join in on this? I made an Archery/Traps corruptor.
-
It isn't the size that matters, but how you use it!
-
So, the health monitor window is labeled pets?
Further proof that the team is just the defender's minions! Granted, some of them have worse AI than MM pets... -
From my understanding, it's individual teams linked together on one UI, meaning whatever your team of 8 has is what will benefit you, not the other teams.
-
Quote:Responses in red. I agree with some of your input. Sorry if I come off as hostile, I just rolled out of bed.Though you are correct in thinking that this build has some awesome aspects, there are definitely some easy improvements. I'll post a few general thoughts on the build, followed by another build that I made based on yours.
1. No power in the Leadership pool--or Combat Jumping--should receive a slot (unless you're six-slotting Tactics with Gaussian's for the tasty defense bonuses). You're a Dom. You have better powers to be enhancing.
So, so, wait, hold on. You say I shouldn't enhance some of my valuable Defense powers, and then you say I should 6 slot gaussians for defense?
2. When you do have substantial +Def powers, make sure to slot them with 4 Luck of the Gamblers. Though I assume you were frankenslotting to achieve maximum End Rdx, trust me--it's not worth your time. One thing this power combo has in spades is endurance. Four LotGs give a nice +Regen bonus, +HP, and a bonus to accuracy. What's not to love?
Actually, I did this for two reasons. First, it's a lot cheaper than slotting 4 LotGs. While the build is expensive as is, being frugal where valid and without sacrifice is something I can appreciate. If you had looked at my build with base acc set to 39% (+4s), you'd see that I need no additional accuracy except in Paralyzing Blast, which is more than fine vs +3s (with a level shift). In addition, two of the LotG hp bonuses are wasted if I changed weave/ice armor/maneuvers over, and one of the 9% acc bonuses is lost.
3. There is no reason why Drain Psyche should not receive six slots. It is THE set-defining power of Psionic Assault. With so many worthwhile aspects to enhance, why not give it all you can?
I realize this, I just wasn't able to find two more slots to give it another endmod and heal. I think I could scavenge one from Tactics and add another to this.
4. While softcapping S/L defense is nice, you don't need it, particularly when you're sacrificing perma-hasten and perma-domination to get it. Think about the layers of mez that you have: Static Field keeps everything asleep; Conductive Aura destroys an entire mob's endurance within seconds; Psychic Shockwave absolutely floors their recharge; Sleet trips them up constantly; Synaptic Overload can confuse everything if you slot it correctly, and Jolting Chain can act as a ghetto mass-hold. On top of this, you're already regenerating more damage than a Regen scrapper can with Drain Psyche. If you're doing it right, you should be only dimly aware that enemies are trying to attack you. Any damage that gets through all those layers and 30% defense is gravy.
Are we looking at the same build? Do you see that I have Perma Hasten, Perma Dom, Perma DP? Not only that, but in a real world situation, especially in some of the newer content, when they constantly throw ambushes at you, you can't have every single thing locked down, fully drained, etc. If we're talking fighting ONE pack of critters at one time with nothing else happening then you are absolutely right. I didn't really sacrifice anything to get to these levels of defense, thanks to Alpha slots.
5. That said, I'd drop TK Thrust and Paralyzing Blast. At the kind of performance levels we're discussing, nothing should be getting close to you unless you will it so (thus obviating TK Thrust). As for Paralyzing Blast, well, the downsides simply outweigh the benefits. You're a control god without it, and its stats are just too low to utilize it efficiently without heavy slotting that you can't afford. Pass.
Regarding TK thrust, I have three powers that require me to be in close proximity and one that needs me to move up closer to tag the optimal number of targets. I'm going to be in melee and I'm using it for the damage more than the KB. After firing shockwave/scream, it gives me something to obliterate single targets close up while those recharge.
Paralyzing Blast: Its stats are too low to utili.. what? Have you not looked and seen that it is the same as many of the other AOE holds in the game?
6. Gremlins benefit greatly from the Soulbound Allegiance proc. Their attacks recharge quickly, and each one can fire the proc.
Okay, done. I dropped the -KB (not sure why I had that) from tough and moved it here.
7. Make sure to consider Jolting Chain, particularly with Devastation: Chance to Hold. It can become a quasi-hold/soft-control power that recharges in two seconds flat. Who doesn't want that?
Except the jump radius is tiny, and I am playing on teams, not in a vacuum or exclusively solo where I can keep things in a neat pile.
8. No travel power? Wha...? While that's okay in a vacuum, everybody's going to want one eventually. Throw a +Stealth proc in Sprint, and you can stealth missions to make life even easier for yourself. As if you needed it.
Personal taste. You won't see me take a travel power on a character unless I: feel the need to slot a -slow IO, or the AT is forced to take it (warshade, for example). I don't play in a vacuum. I play with Ninja Run and Raptor Packs. The only place this is an issue on is MO runs, and even then, I've got friends who have recall. I'll live.
9. You'll want at least one of the two higher-tier single-target blasts to round out your attack chain in the lower levels. Take your pick between Mental Blast and Subdue; I chose Mental Blast for difficult bosses.
Bolded this for a specific reason, I don't exemplar beyond getting badges. This isn't a leveling build. This is a 50 build. Even then, the lowest I'd go (say, positron tf), I'd still have everything up through DP.
10. Conductive Aura is fine with the default End Mod slot. It'll drain everything in reach, but the bonuses it gives to you (compared to Drain Psyche) are negligible. Since it drains plenty quickly even without the enhancement, it's fine with no additional slotting.
Thank you for the confirmation, that's what I thought.
11. Spiritual Radial is kind of a waste. Yes, you get more recharge, but at Perma-hasten levels, that's overkill that won't get you very far. The extra heal only boosts CA and DP; CA doesn't need it, and DP is already slotted for it. I would recommend Musculature Radial Paragon instead. You have tons of -End effects that you haven't slotted for (but are beneficial nonetheless); you have some Immobilization (Chain Fences) and Defense Debuff (Sleet) powers; Super Speed gets boosted, and more damage is never a bad thing.
The heal also technically benefits Health! I believe that Spiritual will benefit me vastly more. From what I've seen from friends who play elec, you don't need end mod in the drain powers, they are strong out of the box. Strong enough to floor an AV and leave them there. Also, def debuff? That's the last thing I care about on Sleet. That's not why you even take sleet. I'm not taking super speed, and adding radial paragon results in an additional FIVE seconds on Fences. That isn't even a point to argue when it recharges in less than three and lasts 44 already.
12. If you still find yourself having survivability troubles, you could conceivably drop Ice Storm for Hoarfrost, five-slotted with Doctored Wounds. You lose 2.5% global recharge and gain a permanent +30% HP in exchange. I can't say I'd recommend it, though--Ice Storm is a terrific attack power, particularly at these kinds of recharges.
I don't want Hoarfrost, accolade HP and def cap will serve me well enough. Also, it's not permanent even with 3 recharge IOs and spiritual. It still has something around 25-30s down time.
*Whew*!
Now for the build!
http://www.cohplanner.com/mids/downl...6BF73F0723DDA0
Still wondering if DP's -regen is really enhanced by heal IOs.
Also, I don't feel the need to dump in more purples than necessary, I only included sleep because it is damn dirt cheap, cheaper than pretty much any other purple. Synaptic Overload is fine with 3 slots, during Dom it lasts plenty long and is over acc cap vs +4s already. Fences is fine as is, I need the defense to cap and nothing wrong with a smidge more recharge. Only change I'd like to make there is adding a hold and KD proc, but I think fences won't see a ton of use in practice.
edit: added a heal IO to DP, doesn't need any more end, slotted as is hitting one target would give the user more than enough recovery. -
A screenshot of the UI for those of us who don't desire to take the time to get beta set up would be appreciated.
-
Starting another Dominator now that my Fire/Earth is 50. Came up with this at my friend's suggestion of Elec/Psi/Ice, and his mention of draining AVs very quickly and leaving them floored on end. I have a few concerns about this, mostly just things that seem funny in Mids.
First, awesome things about this:
DP is permanent. S/L is capped. Static Field can triple stack.
Now, my concerns:
1. Mids shows DP's -regen debuff as being enhanced by Heal IOs. Is this right in game? If it does, maybe I should try to fit another Heal IO in? It would make the -regen better than Traps.
2. Should I slot Conductive Aura differently? It seems unnecessary with permaDP and all of the other drain effects.
Thanks in advance for looking.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
elecpsiice: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(37)
Level 1: Psionic Dart -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg(43), Decim-Acc/Dmg/Rchg(43)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(37)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
Level 6: Chain Fences -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34), Enf'dOp-Immob/Rng(40)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(50)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(13), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 18: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21)
Level 20: Drain Psyche -- P'Shift-EndMod/Acc/Rchg(A), Heal-I(37), Efficacy-EndMod/Acc/Rchg(43), RechRdx-I(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), RedFtn-Def/EndRdx(27), S'dpty-Def/EndRdx(29)
Level 24: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 26: Synaptic Overload -- CoPers-Conf%(A), Mlais-Acc/Conf/Rchg(29), Mlais-Acc/Rchg(34)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), RedFtn-Def/EndRdx(31), S'dpty-Def/EndRdx(31)
Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 41: Sleet -- Achilles-ResDeb%(A), RechRdx-I(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45), S'dpty-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Radial Boost
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1455;703;1406;HEX;| |78DA6593DB4E13511486F774A6940E605BDB726C399462A1F440A35E1B039890405| |22411E4A61987094C52DBA633267AE713180F184F8FA1466F7D074F2FA1224494A8| |D4D5F56F4A639BB6DF9E7FFF7BEDB5F6DAB3727BA15788BB978412982F1B8E535AA| |8DEB42B865BAD7B578C6DDBD4ADB265D61CDB362D9F1022D19A2ECD572B6EBD5ACE| |2D92C1ADDBE68930716AB9EC38C6ADB29B2B3A76B5420EF91C5AAAEC5875ABE2E64| |E06BDC52A455AB68C9A5DD9D6F961AD66595B81137DCBAA3B3B76AD8F9FAFD8DB3B| |2E1987176BB6995B32ADD28AE1B856FDCE69F283946B9A7EFB41213F0D557CF4081| |1179E4FC06746F23DC3A7B67C9A784A4889D433C6CC7346FA09F082D14D7645DA95| |2D4241745BC00D866E329206C34F7655DA55D835D83518BAB0AA0BAB0E2869AFB47| |B1F284D29F89031B10B3C66A41E317E90DDC7D93484EFBEA729F553AFFC903CFE28| |BBF408A310641CD29A1EB945CF26AFE9BD06AC33CE6C00D719098AD787784ADF2C2| |719047AA8AE800C1478CD52FF2BE02563F00DF096F193F60D497B081D38FB01405B| |226852E408C950F4B0A270FBC2BB2C25931C287D8F9FB2C82244F945919F1A45BDC| |328745867C48EB96F0AF906E47518586DDE6731536464AF026B8C5F94E6107C9E21| |83778A1DE2E8F7192A051A81411919509A294F0E32349A89CB54E2486514A98C229| |551A472445B8CC954C6BEF316E37BC03E70C00853BC846C65E2224153C5E47F0CD0| |314D219677EA372F3BF707F80B1C33520D46A17919A925D4886959C3F43B9A098B1| |91CE708CDCCCA1A66514306356450430635C4C89793DDCCA1EB79DC813C9A9F47F3| |0B687E844A99835DCC216C4C6BBD77F4A58F489C2A8D74C7EC5C8752E850CE77281| |73A94E50EA5A8B55E69A1B0E20FB6DEDAC6179D66E53BA664B99A6FED122EE5D776| |699AA5BD76699CA5D530FD436A6CEACDD3C778A36DBCDE365E6D1BFF035A70FF10| |-------------------------------------------------------------------|
-
I had another one this afternoon in LGTF. I mentioned it to them on the first mission, no response. Second mission after them caging countless times in my sleet, I send a tell to my friend (the leader), asking them where they got this controller from anyway. I got told to stop concerning myself with it. Obviously, with how fast things were dying, it couldn't possibly matter that I was KDing things. Later on I got ticked, I mean, half of my Dom's controls are soft (earth assault secondary), I can't use them as control if you are caging everything! Snapped at them in party, got told 'fine, ill stop using MY stone'.
All I saw for a long while was them spamming heals (they were /Emp) and rocky running around. In fact, before that, I don't think I saw gasses, earthquake, etc. Maybe I didn't notice earthquake due to every spawn being caged, though.
Honestly, this was one of the worst I've dealt with. Not only were they spamming their least valuable control, they didn't have three key Empathy powers. No AB, no fort and no CM.
My friend, the party leader, got pissed at me for telling the controller how to play. That I'm going to have to suck it up, get used to playing with other control characters and that I can't tell every person in the party how to play. Along with how 'one of the scrappers is spamming immob anyway' (and they were, it was TT, which has no -kb).