-
Posts
271 -
Joined
-
Wormhole - Swap one of the recharges for a range.
Crushing Field - Slotting for damage is a waste (it does less damage than brawl). Its OK with just 2 acc, or you could add 1 rech and 1 endred if you plan to spam it. -
[ QUOTE ]
~ Fix the End cost of Storm Kick. It's still almost 1 end too high and since it's our best DPA attack builds that use it a lot might throw it 12-15 times a minutes. I would love to have somewhere between 10-15 endurance per minute thrown back into my build.
[/ QUOTE ]
Not true. Single target attacks are balanced at 5.2 endurance per 1.0 damage scale. Storm Kick is damage scale 1.32. It uses 7.0044 endurance. It should use 6.8640 endurance. So, its 0.14 too high, not 1.0 too high. -
You might get better information on the EU forums
http://uk.boards.cityofheroes.com/ubbthreads.php -
[ QUOTE ]
[ QUOTE ]
If Castle wants a heal's +Res to be enhanceable (and in many cases, the self heal's +Toxic res is the only source of protection from Toxic the set gets), he has to mark the whole power as unbuffable. He could make the heal buffable by setting the resistance to be unenhanceable and unbuffable, but it seems he's unwilling to do that.
[/ QUOTE ]
Considering how rarely you'll actually see anyone slotting any of the resistant heals for +res, I'm pretty sure that there would be a significant shout for joy if he made the resistance unenhanceable and unbuffable and allowed the heal to benefit from outside buffs. But I doubt he will because that would be a buff to */regen and */fire.
[/ QUOTE ]
Keep in mind that making the heal unbuffable also makes it un-debuffable. Quite welcome when fighting things like mitos. Not sure that I would welcome the change on my /regen or /fire if it meant that Reconstruction and Healing Flames were now subject to -heal. -
- Take the slots out of the Dark Nova form. Slotting for tohit doesn't do much and endred only affects the cost of running the form (its a toggle), not the cost of your attacks.
- You can't run Stealth with Shadow Cloak. Drop Stealth. In fact, drop Invis and Grant Invis too. Move Super Speed up and bingo, you have effective invisibility.
- Gravity Well needs acc.
- Stygian Circle is WAY overslotted. Doesn't need more than 2-3 slots max. I only have the base slot in mine.
- Gravitic Emanation needs acc.
- Unchain Essense needs acc and dmg.
- Orbiting Death is useless with 1 slot. Needs acc, dmg and endred to be useful. 5-6 slots.
- Black Dwarf Strike and Smite need more dmg.
- Black Dwarf Drain needs acc and heal.
- 6 slots in Antagonize is overkill. 2-3 should be plenty. -
[ QUOTE ]
if you ask me, most people would probably be happy to make the dmg res in Recon (and Healing Flames, and...Alkaloid...and...?) unenhanceable in order to have the set bonuses effect it (them)
[/ QUOTE ]
The powers system doesn't allow it. The way Castle explained it was that the unenhanceable flag would apply to the entire power, not just the resistance component. -
Impromtu run Saturday night that absolutely crushed it. 6 defenders (2x sonic, 3x cold, 1x empathy), 1 tank, 1 scrapper. Had a bit of a scare when Scirocco's nuke apparently bypassed all our defense and resistance shields but we were saved by the 1-shot code.
-
[ QUOTE ]
i wish they would remove the flag that lets the buff only affect powers that do straight up heal and nothing else. theres only 8 powers that buff will apply too
<ul type="square"> heal other
healing aura
radiant aura
warmth
cauterize
nullify pain
soothe
soothing aura[/list]
7 of those powers are basically the same power with just a differnet animation and nothing else. thats a pretty small pool of powers for a buff thats in every heal and heal/acc IO set
[/ QUOTE ]
Incorrect. The bonus is not limited to power that only heal. Aid Self, Aid Other, O2 Boost, Siphon Life, Life Drain and Dark Regeneration and many others get the buff. Twilight Grasp and Transfusion should, although they are a little wonky about it due to the pet summon. The only powers that don't get it are those with a resistance component such as Healing Flames, Reconstruction, etc. This does have a side benefit, which is that the healing of those powers cannot be debuffed. -
I graduated high school in 1981. I played Star Trek on an IBM 360 (programmed in APL) in the 1970s. Using an acoustically coupled modem.
-
This is the build I currently have on live. Its largely frankenslotted for performance rather than for set bonuses. The SOs are there because this character was already 50 when IOs became available and I haven't bothered to replace them.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
aix: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Heal/HP/Regen/Rchg(21), Nictus-Heal(36), Efficacy-Acc/Rchg(40)
Level 2: Gravity Distortion -- EoCur-Acc/Rchg(A), HO:Perox(3), HO:Perox(5), EoCur-Acc/Hold(9), EoCur-Acc/Hold/Rchg(15), Thundr-Dmg/Rchg(17)
Level 4: Siphon Power -- Acc(A), RechRdx-I(31), Acc(43), RechRdx-I(46)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 8: Hasten -- RechRdx(A), RechRdx(11), RechRdx(13)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(31), RechRdx-I(37), TmpRdns-Acc/Slow(42), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/EndRdx(50)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Gravity Distortion Field -- Acc-I(A), EoCur-Acc/Rchg(19), Hold-I(19), RechRdx-I(23), EoCur-Acc/Hold/Rchg(25), Hold-I(25)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(37)
Level 22: Speed Boost -- EndMod(A), EndMod(39)
Level 24: Crushing Field -- Acc-I(A), Acc-I(29)
Level 26: Wormhole -- Rope-Acc/Stun(A), Rope-Acc/Rchg(27), Rope-Stun/Rng(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Rchg(31), Range-I(34)
Level 28: Increase Density -- S'fstPrt-ResKB(A)
Level 30: Inertial Reduction -- Jump-I(A)
Level 32: Singularity -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(33), BldM'dt-Dmg(33), HO:Perox(33), HO:Endo(34), Hold(34)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/EndRdx(46), Efficacy-Acc/Rchg(46)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx(39), RechRdx(39), Acc(40), RechRdx(43)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx(42), LkGmblr-Def/Rchg(42)
Level 44: Mind Over Body -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(45), ResDam(45)
Level 47: Psionic Tornado -- Acc(A), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50), Det'tn-Dmg/EndRdx(50)
Level 49: Recall Friend -- Range(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment -
Powers: Plant Control/Carrion Creepers: Accuracy and damage enhancements slotted in the power have no effect.
Powers: Warshade/Orbiting Death & Inky Aspect: Inky Aspect causes damage from Orbiting Death to suppress. Neither toggle drops when the caster is mezzed. -
I don't think I've ever seen anyone actually take this power, but you're missing Sonic Repulsion. Its Repel toggled on an ally, but you get tagged for the end drain
Also, Solar Flare. Its Foot Stomp for Peacebringers, but it does knockback instead of knockdown. Invariably used just before the Kin hits Fulcrum Shift or the blaster nukes. -
I wasn't knocking back the repairmen. The lightning storm and tornado just showed up on their own. /e whistles innocently
-
I've run STF about a dozen or so times on 6 different characters. There is no required team build. There are many ways to slice this provided you have adequate damage, buffing, debuffing and control. More important is running it with people who have done it before, know what they're doing, and are willing to give precise directions to the rest of the team. I would recommend a minimum of 4 who know what they're doing. Running STF with a PUG where most of the team haven't done it before is a recipe for trouble.
[ QUOTE ]
First and second time, we were stopped by Mako's defense. (Second time we brought a sonic defender who either wasn't doing her job or it just wasn't enough).
[/ QUOTE ]
Mako has defense. Sonic debuffs resistance, which is not the same thing. Since AVs resist defense debuffs, even a rad defender wouldn't have necessarily helped. All you really need against Mako are a bunch of medium or large yellow inspirations.
[ QUOTE ]
Ultimately we couldn't figure out how her heal worked. After first 20 minutes fighting her we figured out she was healing (as opposed to just insanely high regen). A quick search of the boards today seems to indicate that she heals off of targets within a cone, so standing behind her circumvents the problem. We had never heard of such a power, so it was assumed that it was a PBAEO target drain.
[/ QUOTE ]
GW has multiple heals. The big one is Dark Regeneration, which is a PBAoE. The way to avoid her using it is for the tank to stay at range and spam Taunt. She also has Twilight Grasp and Life Drain, but neither of these heal for as much as DR and can be overcome.
[ QUOTE ]
Why is the entire inner circle standing in a line as they are? You aren't supposed to fight all of them at once. I'd like to see the team that could. But they line them up all dramatic like, like it supposed to be an even match between all four of them.
[/ QUOTE ]
Did this recently on a failed MoSTF attempt. It wasn't planned, but when they all came we figured "what the heck" and managed to pull it off with a couple of deaths but no wipes. To answer your question though, pulling individual AVs is not that hard. If you get more than one, retreat to the boat and try again. -
I would like to do a weeknight run provided it doesn't start before 830 or 900 Eastern. I've run STF a bunch of times but haven't managed that elusive Master. I can bring MA/Inv scrapper, En/En blaster, or Storm/Rad defender.
-
[ QUOTE ]
Wouldn't it be better to have the discussion on Paragon Wiki, as that's a player created site with its own forums
Besides a wiki is about constant editing, so log on and edit that page. Or put your information in the talk page of that section, someone will come along and refine it.
[/ QUOTE ] -
[ QUOTE ]
What about adding EndRed's on the various powers, as i find that i can run out of end early without stamina yet.
[/ QUOTE ]
That's typical of most ATs and sets. An endred in any power you use frequently is pretty much required before stamina. -
A minor addition - a few months back they gave SR the following patch: "Super Reflexes powers which granted Defense Debuff Resistance were, in most cases, not increasing that resistance when enhanced. This has been corrected. In other words, your Defense slotting will now also increase your resistance to Defense Debuffs". EA needs to get this treatment as well.
-
[ QUOTE ]
also, corrupter-side, Irradiate works particularly well as the mobs approach 30% health... each tick has a chance to scourge individually, greatly increasing irradiate's damage.
[/ QUOTE ]
Scourge doesn't work that way. Even with DoT, it only checks once. The exception is powers like rains with multiple tohit checks.
http://coh.redtomax.com/data/powers/...last.Irradiate -
[ QUOTE ]
[ QUOTE ]
I want my SG team to try to do this TF in 4 hours. I'll describe our line-up. Do you think our chances are good?
All characters are 10-11 level. Nearly all have temporary flight/superjump jetpacks, so we can move faster than those at this level normally can. At least three of us have Assemble the Team (group recall) too.
The players aren't newbies; we've been playing this group together since first level. We generally wait until everyone's ready before starting a fight, but we have a habit of aggroing another nearby group of targets.
Blaster AR/Energy
Defender Sonic/Trick Arrow
Scrapper Dual Blade/Will?
Tanker Dual Blade/Will?
Tanker Dual Blade/Will?
One or more of these chars may join the team:
Defender Empathy/Trick Arrow
Tanker WarMace/?
I await your comments.
[/ QUOTE ]
If I recall, the TF spawns at the max level for the TF. That is, if the TF cap is level 15, expect to be fighting 15's. You would be fighting +4 or +5's, best of luck with that.
[/ QUOTE ]
This is correct. You will be fighting level 15 and 16 foes. I think your chance of success against them with a level 10-11 team is slim to nil. This TF is best attempted with a level 13-15 team. -
[ QUOTE ]
Any updates for the current version 11?
On Moonbeam, I find that I don't need a snipe for pulling because I have the Steamy Mist. Even with my defensive storm powers it still gets interrupted.
[/ QUOTE ]
I11 is still on the test server. There are no changes to Storm Summoning save for the ability to slot the new debuff invention sets.