AnElfCalledMack

Cohort
  • Posts

    391
  • Joined

  1. Quote:
    Originally Posted by Emgro View Post
    See, what Dechs won't tell you is that Dark Armor has a big KB hole, leaving you vulnerable to being knocked up in RP.
    And Dechs won't tell you it because that "big" hole can be patched with just a couple of IOs. One Blessing of the Zephyr knockback protection in your travel power (or Sprint if you don't have one), and two Steadfast Protection knockback protections in the shields of your choice. Mag 12 KB protection covers almost all the resistible knockback and knockup outside of PvP. And non-resistible knockback is going to KB people with full knockback protection, too. Frankly, I think this is a little excessive, and stick with just the one Steadfast IO in my fire tanker, and accept that I'm going to get knocked over occasionally.

    Also, I find damage auras make a very good means of contraception, if that's what you're worried about. Just say "Ow".
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    Right now I have the Winter's Gift unique slotted somewhere, but I'm not sure it helps. Usually, if slows are enough to cripple you, they're enough to cripple you even if they're resisted by 20%.

    The other option I'm aware of is Hasten. Most people just take hasten and put it on auto, but that requires a build to be able to sustain that endurance crash and the heightened use of endurance heavy powers. I have considered taking it on my tank (if I can decide what to drop) to be able to use it as a panic button or a "make 70% worth of -recharge go away" button.
    I do that on my Fire/Fire. It's a huge help if you're about to dive into a big spawn of Tarantula Mistresses or something else with heavy -Rech, and it's still helpful if you remember to hit it before a group that looks generally tough - more attacks coming back faster means the scary stuff is dead, rather than killing you. Of course, Fiery Aura has Consume, so if I overdo it on the blue bar, I have a guaranteed refill every minute-and-a-bit, so your mileage may vary.
  3. AnElfCalledMack

    Issue 19.5

    Quote:
    Originally Posted by Syntax42 View Post
    http://boards.cityofheroes.com/showt...00#post3459200

    This could be Issue 19.5, or they could just be turning off double XP.
    They normally wouldn't call turning off double XP a "publish", though. They're patching something, but it could be a major bug fix or something.

    And did anyone else notice that they had downtime yesterday (as normal after events, they need to turn off the special stuff), but the double XP was still there today?
  4. AnElfCalledMack

    Static Field

    Quote:
    Originally Posted by DarkGob View Post
    Static Field is a pseudopet, so I believe it will only have a chance to proc once, when you activate the power.
    Actually, it should work normally, once you remember that the pseudopet is the one casting the sleeps. So should fire quite regularly, but it will only prevent the mobs from targeting the Static Field pseudopet, which they couldn't do anyway. In short, while the proc is technically functional, it will give no benefit.
  5. Well, I have to say it, but all three of those are going to do exactly what you're after. I'll do a quick pro-and-con rundown of each.

    Fiery Melee: Great damage, both ST and AoE, but no mitigation. You need to play this quite offensively, and build for a little more survivability than the others. For the solo/farming build, this won't be too much of a problem, but it will be something you need to consider for TFs. I have a Fire/Fire, and she does just fine on the ITF, though she needs a little help on the Weakened Hamidon in the LGTF and I've yet to get into a Statesman. The only other thing I'd consider is that fighting doppelgangers on a Fire/Fire is less than fun - you most likely both have 90% resistance to each other's attacks, so be prepared for a long slog.

    Stone Melee: Mitigation central. One thing I've noticed about FA is its tendency to find moment-to-moment survival the big challenge - it's very hard to outpace your healing over about two minutes, but a damage spike can make the ten seconds until Healing Flames comes back an eternity. Add knockdown to each of your attacks, and a big area stun in Fault, and you've got a character with a strong offense and plenty of defense. Your only problem is going to come on hard targets - you're not going to knock them down or stun them as much, so all that mitigation is just lost damage.

    Super Strength: Two big issues here. Number one is the leveling experience. SS has only one worthwhile AoE, and it's the capstone. Lucky for you, you have Burn and Blazing Aura in FA, so that's mitigated a bit. Two is the real killer, though - the Rage crash. Rage is a fantastic boost to your damage - an easily permanent 80% damage boost. But when the crash comes, it hurts - a short period of doing negligible damage. If you can deal with the crash, it's a great set, with knockdown for mitigation, Rage for damage, and Foot Stomp as a truly awe-inspiring AoE. But some people just can't stand the feeling of a rage crash, and never really take to the set. If you've played SS before, you'll know if it's for you. If not, you might have to take a gamble.
  6. Quote:
    Originally Posted by Roderick View Post
    This is right.

    Lightning Rod does no damage. It teleports you, and summons a pet. The pet does the damage. If you put the Force Feedback proc in Lightning Rod, it will try to fire on you (10% chance) when you cast the power, and most of its duration will wear off before you even finish the animation. When it hits, it will check against each target it hits, and if any succeed, it will apply the buff to the Lightning Rod pet, not you.
    Related question: If I slot the Force Feedback proc into Bonfire (from Fire Control), the proc will give the pet a 100% recharge buff. Will this actually speed up the pulses of Bonfire?

    If so, Bonfire with the Force Feedback, Positron's Blast and Explosive Strike procs could make a decent damage power when paired with Fire Cages...
  7. Quote:
    Originally Posted by StrykerX View Post
    2) In Dark Regeneration. Here it is game changing... Dark Regeneration is an AoE with a pretty large radius so if you hit the full 10 targets on average you'll get 2 procs. The extra healing is still pretty minor (and completely worthless most of the time in Dark Regeneration since that usually heals you to full), but Dark Regeneration costs a ton of endurance... if Panacea procs twice you get a good chunk of that endurance back and if it procs three times and you have a lot of end reduction slotted (which you will) you can actually gain endurance.
    Or you could slot the Theft of Essence: Chance for +Endurance proc, which gives 10% rather than 7%, but doesn't heal and only goes in accurate healing powers. Enhanced to the ED cap for endurance reduction, a saturated Dark Regeneration will, on average, gain you endurance. 10 targets, 20% chance = 2 procs. With 95% endredux, DR costs a little over 18 end, and is returning you 20 - a (very small) profit.
  8. Quote:
    Originally Posted by Ironblade View Post
    You were. The Cimerorans have a significant defense debuff with their sword attacks. Assuming you have 45% defense, you start out with their odds to hit floored at 5%. As soon as you get hit once, their odds of hitting you get better. This leads to you getting hit more and having your defense further reduced before the earlier debuffs wear off. We call this a cascade failure, although I'm not sure the definition really fits.

    Anyway, you'd be absolutely appalled if you were monitoring your defense numbers. When I did this on my invuln, in a 'mob scene' fight, they could get my base defense to -100% in 20-30 seconds.
    Remember, Invuln only has 50% Defense Debuff Resistance. SR has 95%. So if an Invuln gets debuffed from 50% to -100%, a SR in the same situation drops from 50% to only 35% - a single small purple inspiration will put you back above the softcap. And the cascade will take a lot longer, because if that was, say, 15 debuffs at a base 20% (reduced to 10% for Invuln and 1% for SR), then even one debuff makes the Invuln, even with a 5% buffer, drop below the softcap, while the SR can take up to 5 debuffs before the enemy's chance to hit rises from the 5% floor.

    Of course, the damage attached to those first five debuffs will put some serious hurt on a SR scrapper, but that's not cascade failure. Just normal failure.
  9. Well, firstly, the game is very highly instanced - each team is in its own door mission, beating up its own group of bad guys. If you want to spend more time with other people, open up the Team window (it's in the chat interface) and set yourself as Looking for Team, or search through the other players online and start your own.

    Also, look at joining the global chat channels for your server. I'm not sure which one you're on, but each server has a couple of channels where a lot of people hang around, talk, and form groups for various things. They can be a lot of fun.

    Finally, welcome to the game. I'm fairly new myself, so I hope you enjoy it as much as I am. I'm @AnElfCalledMack. Send me a tell if you're on Justice or Virtue and I'm online.
  10. If you've slotted both of your shields to the ED cap for resistance, or took Temperature Protection, you have 90% Fire resistance. That means the lava does 10 times more damage to Trapdoor than you. So try and stand in the lava. It might help to try and taunt the clones in, too. The lava can kill them off with under two seconds of animation.

    I haven't tried this post-buff (Trapdoor's regeneration was originally a fair bit lower) but it was fairly simple back then with my fire/fire tank.
  11. AnElfCalledMack

    Faultline.

    Quote:
    Originally Posted by Rajani Isa View Post
    It didn't "just" pick up that nickname. It's the pseudonym of the "super" who destroyed Overbrook/caused the earthquake.
    I was trying not to spoil the arc for someone who apparently hadn't seen it yet.

    Also, Master, I understand why you gave the simple answer, but where else are we going to answer questions in detail? Sorry if I came across as a little curt.
  12. AnElfCalledMack

    Faultline.

    Quote:
    Originally Posted by Master-Blade View Post
    To add to this, the entrance is a Tunnel you simply walk/run/jump into.
    The destination sign for this tunnel says Overbrook, which is the name of the Dam in Faultline.
    Actually, Overbrook is the name of the suburb - "Faultline" is just a nickname it picked up after the enormous earthquake destroyed most of it. It's like "Boomtown" - the name everyone knows it by, but not the one on the map.
  13. You can make a male Fortunata, if you think a girl avatar will bug you. I know I can barely stand playing my few male characters, myself, so I know how you feel.
  14. Fortunata. Double Leadership pool and Mind Link for buffing, good ST and AoE ranged damage, survivability through high defense, and plenty of mezzes. Oh, and no weapon, with an incarnate plot about being a paragon of mental ability.

    Also, look at what Epic pools can provide - A Dark/Fire/Soul Tanker, for instance, has almost everything you wanted if you don't mind Darkest Night being your only major debuff and having basically no buffing.

    I guess the real question is what you've liked so far.
  15. Quote:
    Originally Posted by Rangle M. Down View Post
    I believe it's still 10% of base endurance.
    It ticks for 11.4 Endurance on my Tanker, and she has 114 Endurance maximum (both accolades, a couple of set bonuses).

    There are a lot of options with slotting Stamina. Four slots is all you need if you're actually after recovery on its own (and I seem to recall that four Performance Shifters actually gives slightly better recovery than two generics, two PShift thanks to the +recovery set bonus). At the same time, I'm planning a build for my Katana/SR Scrapper that six-slots Stamina with Perf. Shifter for the defense bonus. So... whatever's fitting your goals, I guess.
  16. AnElfCalledMack

    FM attack chain?

    Okay, first, put slots back into Scorch. Bruising is not something you want to give up, especially not with the amounts of +damage in Shields.

    As far as finding a seamless chain, it's pretty mathsy and involves Arcanatime.

    For each attack in your proposed chain:
    Step 1: Divide the animation time listed in-game (or in Mids) by 0.132

    Step 2: Round up the number in step 1 (so 9.191919... becomes 10), then add 1.

    Step 3: Multiply your result from Step 2 by 0.132. This is the ArcanaTime of your power - the time between this attack starting to animate and your next queued power starting to animate.

    Now, find out how fast you need your attacks to recharge. Add the ArcanaTimes of the powers between two uses of the same power in your chain. For, say, Scorch -> GFS -> Incinerate -> FS, you simply need to add the arcanatimes of the other three powers. This is your Desired Recharge Time for that power.

    Look up the Base Recharge Time of the power (from in-game display, Mids, or similar).

    Recharge Required = ( (Base Recharge Time/Desired Recharge Time) - 1 ) * 100
  17. Quote:
    Originally Posted by joebartender View Post
    While both are going to be fun they both peak in very different areas.

    For farming, especially solo farming where the inspirations rain down like candy the SS/FA is hard to beat. Footstomp plus a patron AOE fueled by Rage+Fury+FE is just something awesome to behold when it comes to making whole spawns melt.
    You forgot Burn. One of the big reasons SS and Fire go so well together is that Burn gives you an AoE attack before level 32 (much better for levelling), and means you can have something vaguely resembling an AoE attack chain once you have Foot Stomp and the patron AoE.
  18. Quote:
    Originally Posted by UltraTroll View Post
    This makes me a sad, Troll.
    Well played, sir. Truly deserving of your name.

    Also, woot at energy weapons from level 1. I always thought twice about using those weapons, not least because I have a total of two characters above 35, one of which doesn't use weapons. Now I'll get to actually use those shinies, and don't have to justify a major visual overhaul once I get them.
  19. Quote:
    Originally Posted by Cambios View Post
    The excessive amount of CC/status effects in CoX is still one of the big things that plagues it. It is this flaw that causes such a huge percentage of people to play scrappers and brutes when they'd love to play more blasters and other ATs.

    It is also why the -KB IOs are so incredibly popular. If there were -stun, -hold, etc. IOs you'd see people flock to them as well. I'd happily sacrifice slots to be able to have even so-so mez protection.

    I completely miss out on a huge percentage of the game (about 2/3rds of the ATs) because having to suffer status effects/CC is so miserable. I'd love to play more blasters, a dominator, mastermind, defenders, another corruptor, and some controllers, but I just can't make myself do it. Playing those ATs means any time I am soloing it is absolutely miserable, and even in groups it can be a pain.

    That's one of my personal rants I've had about the game since the beginning. Way too much CC.
    Look, apples and oranges aside, I'll say this. I mostly solo. I have characters of almost every archetype. (I don't have a SoA, but that's mostly because I'm trying to constrain my altitis, and I've tried MMs and feel like I'm herding cats) Mezzing is annoying, but manageable.

    If you want to avoid mezzes on squishies, consider Sonic Resonance, Traps or Force Field (for Defenders, Corruptors, MMs, and Controllers) - Sonic Dispersion, Dispersion Bubble and Force Field Generator have mez protection components, although they lack Sleep protection. Traps is particularly safe, as your buffs and debuffs are provided by pets, so they don't turn off if you take a nap. Also, look at some proactive mez. A stunned Gunslinger isn't turning you into a herosicle. Nor is one flying to the opposite side of the room, with two more attacks tracking towards him.

    Dominators really shouldn't be that worried about mez. Domination doesn't just give you higher mez magnitude and longer durations - it gives you full mez protection for 90 seconds. And it can be made permanent if you've got the inf for some Luck of the Gambler +recharges and some other moderate-price sets Even without those, though, Hasten and a couple of cheap sets should let you get by on a cycle of Domination -> Break Free -> Break Free -> Domination as long as you can keep rolling. Oh, and you have AoE mez to open the fight with, so there's not even an alpha strike problem.
  20. Quote:
    Originally Posted by Kokoro View Post
    For what is worth, I like the Kinetic Melee/Shield Defense/Soul Mastery tanker.

    It is impressive, when it comes to tanking an AV... quite literally, by neutering that AV's damage output.

    * 4 single-target Kinetic melee attacks do a -7% damage debuff on the target.
    * 1 AOE Kinetic melee attack does -14% damage debuff.
    * Shield Defense's Against All Odds imposes a -7% damage debuff on things in melee range of you.
    * Stick Darkest Night on the AV you are meleeing, and that is another -21% damage debuff.

    As such, you can easily maintain -63% to -70% damage debuff on the AV.
    It is fun turning a scary AV into a wimp.

    -Kokoro
    Wow. I never noticed that AVs don't resist -Damage the way they do -Resist, -Defense, -ToHit or -Regen. KM/Dark Scrapper as the new AV soloist of choice?

    Personally, I've had fun with a KM/Elec Stalker, especially in Praetoria. Charged Armor and Static Shield gives you good Smashing, Lethal, Energy and Psionic resistance, meaning the only thing you need to look out for are Blast Masters and their fire patches.
  21. Quote:
    Originally Posted by Morganite View Post
    I'm not sure Conductive Aura is better than QR, but it's certainly pretty good. According to Mids, it has the same recovery bonus as equally-slotted Stamina and as much regen as equally-slotted Health, which seems to be borne out by the numbers shown in game. Although it may actually be improved by the period where the effects double-stack, but I'm not sure how the game handles that quarter-second interval.
    Ah. Target cap was lower than I remembered (8, not 10). That'd do it. Yeah, base 25% recovery and 40% regen while saturated, same as Health + Stamina. Still, would you want to skip Stamina on an AoE character? Because if you're not surrounded by enemies on an Elec Controller, that's exactly what you're doing.

    Oh, and by the way? It also saps their endurance. Just so you know.
  22. Quote:
    Originally Posted by Redd35 View Post
    What I am saying though, is with my lvl 50 Elec/Rad I run CC, RI, and EV while I am standing in the mob with Static Field and Conductive Auro and my End Bar barely drops even if I use the AoE immobolize religously.

    I also do not have the epic shield.
    Sounds like the Warshade's Dilemma to me. They're having problems because their difficulty isn't high enough when solo.

    Conductive Aura's a negligible amount of Recovery with one or two targets, but saturated it's more powerful than Quick Recovery, and has a very healthy Regen boost. Building for recharge, increasing your spawn sizes and playing very agressively gives you more Static Field uptime and more recovery through Conductive Aura. The two of those, along with inherent Stamina, mean that your endurance problems should just melt away.

    Elec Control has picked up a reputation for being a very safe, very low damage set. And while this is accurate, that safety more or less requires you to dive headlong into large groups of enemies, in stunts that would get more agressive Fire, Grav, or even Plant trollers killed. It's a lot like playing a splattroller, but instead of great damage and edge-of-your-seat danger, you get awesome control and survivability, all while spamming what damage you do have.

    Of course, my Elec/Rad is only level 9, but I've seen the patterns already. Four guys is absolutely fine, and I'm already considering raising my difficulty, but the last guy takes a long while to finish and leaves me dangerously low on end. I'm imagining it gets a bit better with Static Field and decent enhancements.
  23. Quote:
    Originally Posted by Wooden_Replica View Post
    not to discourage the OP, I wouldn't recommend Gravity for a first time Dom. With Gravity, you don't get your primary soft control until 26 while other sets get theirs usually by 12, and its the Pet( Singularity) that reallly helps out the set.

    Now if I were to make a Gravity Dom, I'd actually go with earth assault, both b/c of the control offered in that set, and the fact between Seismic Smash, your ST hold, and Sing, you should be able to stack hold mag pretty easy.
    Grav/Earth could work, but it locks you into melee. Grav, lacking good AoE control powers, will struggle in melee before you get Wormhole, though heavy use of Crush could help you keep it down to one melee enemy at a time. SS and Singy are going to help you stack mag once you get to 28, but before then you have to deal with the fact that Gravity Distortion has -KB. So once you apply that first hold, the boss you're trying to hold is immune to knockup and knockdown. That can be a very long eight seconds, especially when the mitigation in your secondary just shut down, too.

    I've played Grav/Energy and Grav/Fire, but never got either up to Singy due to altitis. Both work quite well at range, but I wouldn't be inclined to melee with them. With Energy, I never used to bother stacking mag on bosses - holds and immobs were to stop minions and LTs, and bosses could be chain KBed. ST damage is great, AoE might as well be nonexistent. Fire, on the other hand, is great at both ST and AoE, paying a little survivability. Fire's definitely my preferred option.
  24. AnElfCalledMack

    Solo'ing LRSF

    Mind/Fire and Mind/Psi could both solo the LRSF before APPs. With Sleet, I can't see there being too many problems for any Mind permadom with a good attack chain. Yes, the -Regen in Drain Psyche is going to make /Psi a favourite, but Envenomed Daggers, a good chain, and a whole lot of patience should see you through.
  25. AnElfCalledMack

    AoE Monster!

    Quote:
    Originally Posted by Sailboat View Post
    Fire/Fire/Pyre Tanker. The build gets one more PBAoE (Combustion) and a Taunt aura to keep everyone in the AoEs, and is sturdy enough you don't need to put up with under-enhanced AoEs to crank out enough defense to survive.

    Mine can almost chain FSC, Combustion, Fireball, and Burn continuously, while running Blazing Aura. And I don't have a ton of recharge.
    I have one of those. The damage is good, but you've still got Tanker damage modifiers. You only really get to do the spawn-melting thing with Build Up and Fiery Embrace going - every 2 or 3 spawns, at best. Taunt aura is invaluable, though.

    You're right about the chain, though. I skipped Combustion, myself, and I can still target a boss and go Burn, FSC, Fireball, GFS, Burn, FSC and I'm pretty much down to bosses.