_Uun_

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  1. [ QUOTE ]
    I thought this guide was for issue 11. We should probably either update this guide or remove it from being threaded at the top. It has a lot of old information in it.

    Because of its title its easy to think its the most up to date info instead of some of the oldest.

    [/ QUOTE ]
    If you look at the Guide to Guides or the guide index at the top of each of the AT forums, you will see the issue number during which the guide was written next to the guide name. That said, not much has been changed in Storm Summoning so the guide should still be valid.
  2. I don't agree with some of your slotting recommendations.
    - TI and UY do not need 2 endred. You are much better off slotting endred in your attacks and using those slots elsewhere.
    - I strongly recommend slotting Invincibility 3 def/3 tohit. The tohit buff is 2% per foe (up to 10) unenhanced. Slotted up its just over 3% per foe. Its quite noticeable.
    - Unstoppable doesn't need 3 dmgres. A single dmgres SO puts you over the cap with UY and the passives. The 2nd and 3rd slots are wasted. I go with 3 rechg/1 dmgres.
    - I'm partial to the Titanium Coating set. With only 3 slotted you get +1.5% hit points. I've got it slotted 4x on my build (TI, UY, unstoppable and tough).
  3. I have found that you can buy lvl 25 SO's at WW for 5-10k each. Just sayin'.
  4. No need to cross post. Answered in the thread you started.
  5. You're missing a piece. There's a floor of 5% and a ceiling of 95% for the tohit part before accuracy is applied. Using your example:
    0.50 + 0.10 - 0.70 = -0.10 --> 0.05 floor applies
    0.05 x (1.00 x 1.95) = 0.0975 net tohit

    With 50% global acc buffs:
    0.05 x (1.00 x (1.95 +0.50)) = 12.25%
  6. Although he updated his signature with this information, I thought I would quote the following the following post from iakona on Red Tomax's forum:

    [ QUOTE ]
    My CoX game account expired a few days ago, and due to a variety of circumstances it is unlikely to be renewed in the foreseeable future. It's been a great 3+ years with the CoX community (especially the year and a half I've been working with Dave here to provide accurate data to the community). I've enjoyed working with the community and greatly appreciate the response I've received for the work I've done to decipher the mechanics of the game over the past 18+ months.

    I wish you all the best of luck in the future, and I hope to see the City Of franchise continue to prosper for years to come.


    If you wish to contact me, you can do so via PM on these forums.

    [/ QUOTE ]
  7. Eddy’s in the Space/Time Continuum – a Guide to Gravity Control & Kinetics

    My Gravity/Kinetics controller dates back to I3 and has experienced a lot of changes. I still find her to be great fun to play, and very satisfying both on teams and solo.

    I don’t have any brilliant strategies for slotting IOs into the build. I’ve got a couple of them scattered around (as well as a bunch of HOs), but I’ve yet to come up with a compelling plan for slotting sets on this character. For the most part, for any power I am 3-slotting an attribute I try to replace the 3rd enhancement (which doesn’t operate at full strength due to ED) with an IO enhancing some other attribute. For example, on a power with 2 acc/3 dmg/1 rchg I might replace the 3rd dmg with a dmg/rchg.

    I have not discussed the powers from a PVP standpoint. At best I am an infrequent PVPer and don’t want to misdirect folks with that interest. You should be aware that most of the powers have different durations and magnitudes in PVP. For example, GD is Mag 3 with a 22 second duration in PVE and Mag 4 with a 15 second duration in PVP. Check out City of Data if you need the numbers.


    Gravity Control

    Crush – lvl 1

    This is your single-target immobilize and one of the two choices you have for a Tier 1 power. Although it’s 1.0 damage scale, it puts out that damage over a 9-second DoT, giving the impression that it doesn’t deal much damage. Don’t be fooled. Crush has a fairly fast animation and a 4 second recharge which allows it to be spammed. It also has a 20% accuracy bonus. The immobilize is Mag 4, which will affect a boss (and many AV’s) in a single application, allowing you to establish containment and prevent them from using their melee attacks on you. In the event the foe resists the immobilize, Crush also debuffs movement speed by 62.5% and has –fly. One unique aspect of Crush compared to the immobilizes in other control sets is that it doesn’t have –knockback. Crush should be slotted for accuracy (1-2), damage (3) and recharge (0-1). Enhancing the immobilize duration is unnecessary as the base duration is huge (28 seconds at level 50).

    Lift – lvl 1

    Lift is your other option for a Tier 1 power. It’s 0.80 damage scale plus a high magnitude knockup and -fly. Note, Lift’s damage occurs after a 2-second delay. Although many like the soft control, its not as useful as Levitate from the Mind Control set for juggling a boss while stacking magnitude for your single-target hold. This is because Gravity Distortion has 10 seconds of –knockback. That means, using Lift after GD will not result in knockup. Lift should be slotted for accuracy (2), damage (3) and recharge (0-1).

    In most builds, it’s difficult to fit both Crush and Lift. In that circumstance, I recommend Crush. As indicated, Crush has higher damage, higher accuracy, faster recharge and sets up containment. About the only exception I would mention is on a pure team build where you are skipping Propel (see below) and want another damaging power.

    Gravity Distortion – lvl 2

    Gravity Distortion is your bread and butter single-target hold. It’s available at level 2 and should not be delayed. Like all the single-target holds, it is Mag 3 (22 second duration at level 50) and will need to be stacked with another hold to effect a boss. It also has a 20% accuracy bonus. Similar to Crush, in the event the foe resists the hold, it also debuffs movement speed by 62.5% and has –fly. As indicated, GD suppresses knockback for 10 seconds, even if the magnitude is insufficient for the hold to take effect. GD should be slotted for accuracy (2), hold (2-3) and recharge (1-2). Although GD is 1.10 damage scale over a 4 second DoT, I am not one that advocates slotting holds for damage. This is a power that HO’s and IO’s can be slotted to good effect if you want to slot for both hold and damage.

    Propel – lvl 6

    “You can open a gravitational rift and retrieve a heavy object, then Propel it at your foes for Smashing Damage.” That doesn’t sound like fun. Now replace “heavy object” with car, fork lift, pool table, etc. and you begin to get the appeal of Propel. [Note: the objects you throw are random and won’t appear the same to your teammates.] Aside from the visual fun which Propel brings, it hits like a freight train. Propel is 1.96 damage scale, making it the highest damage attack available to a controller. Unfortunately, it also has a 3.5-second animation. This can be frustrating on a team, as whatever you are aiming at may already be defeated by the time the animation finishes. If you don’t intend to solo and don’t require entertainment, by all means skip this power and take Lift instead. However, I think this is a mistake for a /Kinetics. Fulcrum Shift + Containment + Propel puts up orange numbers that will rival a blaster (480 hit points for a level 50 at the damage cap). Just make sure that you use it on a target that will be alive for at least 5 seconds. Also be aware that Propel has pretty sizeable knockback, so either precede it with GD or plan accordingly. Slot Propel for accuracy (2), damage (3) and recharge (1). IO sets that allow you to add some range are also useful, as Propel’s range is 20 feet shorter than your other powers.

    Crushing Field – lvl 8

    Your AoE immobilize. That means your targets can’t move but they can shoot at you. With /Kinetics as your secondary, this is a dangerous power at the level it becomes available, as you have no means of mitigating the aggro it generates. Although I do recommend this power, it can be deferred until level 24 or so. CF has the same immobilize duration as Crush (but is only Mag 3), as well as the movement speed debuff and –fly. It does have a 10% accuracy penalty, so slot accordingly. The primary uses for CF are to prevent scatter after using Wormhole and to set up AoE containment for one of the APP AoE blasts. As with Crush, CF doesn’t have –knockback. That means you can use it on top of an ally’s Ice Slick or Freezing Rain without negating the knockdown. CF is not a damaging power – it’s 0.30 damage scale (less than Brawl), so damage slots are largely wasted. Slot CF for accuracy (2-3). I’ve never slotted it more than that, but recharge or endred could be options if you intend to use it a lot. If you want to devote some slots, the IO sets available (immobilize and slow) have some interesting set bonuses.

    Dimension Shift – lvl 12

    This is the one power in either set that I’ve never tried. Its an AoE intangibility with a 25-foot radius and a 30-second duration. During that period they cannot be affected, which will greatly frustrate those members of your team that insist on attacking them. Out of the box I believe it will affect minions and lieutenants, with additional slotting required to affect bosses. There are slotting strategies which involve making everyone but the boss intangible so that the team can focus on him. If you want advice on this power, you’re going to need to look elsewhere.

    Gravity Distortion Field – lvl 18

    Your AoE hold. Like all the AoE holds, it has a 20% accuracy penalty and a 4 minute recharge. The duration is not great either (15 seconds at level 50). Gravity’s version is ranged with a 20-foot radius AoE. It shares the same –knockback and movement speed debuff of GD. While I’m no longer a big fan of the AoE holds for control sets with lots of AoE options, Gravity is lacking in this regard so GDF becomes more useful. The recharge buffs from Hasten and Siphon Speed become quite valuable in allowing you to use this power more often. Slot GDF with accuracy (2-3), hold duration (2-3) and recharge (1-2).

    Wormhole – lvl 26

    AoE foe teleport combined with disorient and knockback. This is a highly effective power, but it has a lot of moving parts that you have to account for or it will get you killed. The power targets a 15-foot radius AoE around a foe with a maximum of 16 foes affected. In contrast to Teleport Foe, which has a 200-foot pickup range, Wormhole’s pickup range is only 80 feet. There is a 2.6 second delay between activation and teleport, during which time all targeted foes will shoot at you if you are within line of sight. Hint: activating Wormhole while in line of sight is BAD. Learn to use geography to your advantage. Adding range enhancements allows you more flexibility in using the power.

    Wormhole is a Mag 4 teleport and will teleport bosses and elite bosses. After the teleport, Wormhole applies a Mag 3 disorient with an 18 second duration (lvl 50) and a Mag 15 knockback. To my knowledge, his is the longest duration AoE stun in the game. Bosses will not be stunned when they exit, but they will be knocked down. Native EBs will be knocked down but EBs scaled from AVs with the PToD (purple triangles of doom) will not. Wormhole will not teleport arch villains, but it will aggro them, so be aware that they will come looking to rearrange your face if you use it near them.

    The exit range for Wormhole is huge, allowing you to use this power to send foes away as well as bring them to you. The exit point needs to be in line of sight, but other than that can be hundreds if not thousands of feet away, which can be very useful (and amusing) on outdoor maps. The exit point can also be straight up.

    Slot Wormhole for accuracy (2), range (1-2), disorient (1-3) and recharge (0-2).

    Singularity – lvl 32

    Singularity has the same Crush, GD and Lift powers you do, although its only have a 60-foot range. Pets use a 0.80 ranged damage modifier vs. 0.55 for controllers, so its attacks do 45% more damage than an uncontained controller’s. It also has the Kinetics power Repel, which is a knockback aura. Singularity has 50% resistance to Sm/Le/Fi/Co/En/Ne and 100% resistance to Psi/Tx (capped at 90%), making it a contender for the toughest pet, however it cannot be healed. It is also unmezzable, with Mag 100 status protection to all effects except confuse.

    Singularity tends to follow behind you and tends to stay out of melee. It cycles its attacks and switches its targets, but tends to have a pretty short aggro radius, roughly equal to its attack range. If you are soloing, it is helpful to have some kind of stealth to allow Singy to pick up aggro first and soak up the alpha (I use Super Speed for this). Placing it with Recall Friend can be done but is tricky, as Singy doesn’t like to be too far from you. As Singy is intangible, it’s also possible to stand inside of it to use the Repel aura for your own protection.

    Slot Singularity for accuracy (1), damage (3) and hold (2). Although I haven’t found it documented anywhere and can’t get the devs to confirm, I am firmly convinced that Singy has either a tohit buff or a higher accuracy modifier. Even with 1 acc slotted, it is able to easily hit high defense targets like Rikti drones that cause me to whiff endlessly.


    Kinetics

    Transfusion – lvl 1

    This is your heal, and although targeted it’s a good one (it heals for 78% more than an /Empathy controller’s Healing Aura). It’s an AoE with a 20 foot radius centered on your target. That means if you want to self-heal, you need to get close to melee range. Keeping your target held or immobilized so they can’t smack you isn’t a bad idea.

    In addition to healing, Transfusion also provides 50% -regen for 20 seconds, making it valuable against AVs. Although AVs resist regen debuffs (85% at lvl 50), Transfusion recharges in 8 seconds and the –regen can be stacked. It also drains 10% of the target’s endurance, but doesn’t return any to you.

    Slot Transfusion for accuracy (1-2), heal (3) and recharge (0-1). It does have a 20% accuracy bonus, but I tend to slot 2 acc anyway as I don’t want it to miss.

    Siphon Power – lvl 2

    Debuffs your target’s damage by 20% for 30 seconds and buffs your’s and allies within a 20 foot radius around you by the same amount. Not particularly exciting, especially once you get Fulcrum Shift, but nothing to sneeze at either. With some recharge this can be stacked 2-3 times. I find it to be a very effective debuff against AVs. Slot for accuracy (1-2) and recharge (2-3).

    Assuming you take Crush at level 1 and GD at level 2, at level 4 you will be faced with picking between Siphon Power, Repel and Lift. My pick goes to Siphon Power.

    Repel – lvl 4

    A knockback aura. Although it does provide some protection against foes trying to melee you, it mainly serves to zero out your endurance bar. In addition to the toggle cost of 0.78 end/sec, it costs an additional 1 end every time a foe touches it. The latter cost cannot be reduced through enhancements. There is really no reason for a Gravity controller to have this after they get Singularity – just stand inside of Singy and use its Repel aura for free. If you insist on getting it, slot for endurance reduction.

    Siphon Speed – lvl 10

    One of the defining powers of Kinetics. It debuffs your target’s movement speed by 62.5% and their recharge by 20%, both for 60 seconds, and buffs your run speed (300%), flight speed (116%) and recharge (20%) for the same duration. Slotted for recharge it can be stacked 2-3 times. Like all slows, the movement debuff can be enhanced while the recharge debuff cannot. More importantly, both the movement and recharge debuffs are non-resistable, which is huge against AVs as they normally resist speed and recharge debuffs heavily. Slot Siphon Speed for accuracy (2), recharge (3) and slow (0-1). Slows will also increase the movement speed buff to you.

    Increase Density – lvl 16

    ID can be applied as either a proactive or reactive ally buff. It provides protection against hold, stun, immobilize, knockback, repel and teleport as well as 18.75% Sm/En damage resistance for 60 seconds. As a controller, you have better things to do than to keep a team buffed with ID, although proactive buffing is useful against some mezz heavy foes. Slot for damage resistance (1). This power is easily skipped by a controller. I took it in a respec when I had an open power slot that I couldn’t afford to invest slots in.

    Speed Boost – lvl 20

    Now you deal crack. Although you will get whiners who complain and ask not to be buffed, those who know can’t get enough. Speed Boost provides the following ally buffs, all for 2 minutes: 50% recharge, 50% endurance recovery, 175% run speed, 68% fly speed. Its also one of the few buffs in the game that provides resistance to slows. Slot for endurance modification (1-2). Note, Singularity can be buffed too.

    Inertial Reduction – lvl 28

    In a nutshell, this is Super Jump with no prerequisite. Has a 25 foot AoE, but its pretty rare that you get teammates clamoring for this. Entirely optional, depending on your travel power choices. You can take this instead of a travel power, or take it for vertical mobility if you’re a Super Speeder. Slot for jump (1). IR is perma out of the box and doesn’t need recharge.

    Transference – lvl 35

    Makes you and your team Energizer bunnies. Drains a target for 40% of their endurance and returns 40 endurance to all allies within a 20 foot AoE centered on the target. Similar to Transfusion, you need to be close to melee range if you want to be buffed. Slot Transference for accuracy (1-2), endurance modification (3) and recharge (1-2). It does have a 10% accuracy bonus, but I tend to slot 2 acc anyway as I don’t want it to miss. Its not something you need to use every battle, as most players have their endurance under control by the time they get to this level, but its quite useful for protracted AV fights or restoring endurance to a blaster that’s just nuked or an ally hit by a Sapper.

    Fulcrum Shift – lvl 38

    This is what you waited for, and its worth it. Enables you to keep an entire team buffed to the damage cap. The mechanics of this are complicated and often misunderstood. First, the power applies a 20% damage debuff to the target and all foes (up to 10) in a 30-foot radius AoE. Second, it applies a 20% damage buff in a 20-foot radius AoE around each of those debuffed foes. These buffs stack, so you or your allies would receive a buff for each foe (up to 10) they were within 20 feet of. Finally, it applies a 40% damage buff in a 20-foot radius AoE around the caster. If the maximum of 10 were affected, somebody in range of all 10 foes and the caster would receive a 240% damage buff (20% x 10 + 40%). All the damage buffs have a duration of 45 seconds, while the debuff has a duration of 30 seconds. Did I mention FS stacks with itself? In practice, the melee folks will get the majority of the buffs. You’ll have to educate the ranged fighters to run in if they want to get buffed. Don’t bother trying to get Singularity into melee for the buff. It’s not very cooperative about it, and its Repel aura tends to scatter the spawn. Fulcrum Shift should be slotted for accuracy (2) and recharge (3).


    Pool Powers

    Travel: Although it is entirely possible to build a /Kinetics controller without taking a pool travel power, it is not something I am comfortable with. Siphon Speed has to be recast every 60 seconds, something that may be difficult if you are deep in purple territory. Inertial Reduction doesn’t require a target, but level 28 is a long time without a true travel power, even with the temp powers available. One could respec out of a travel power after IR becomes available. I took Super Speed on my build as I like the PVE stealth it provides and I was already taking Hasten.

    Hasten: I am not a player that takes Hasten on every character. Out of 18 or so characters, I have it on 4 or 5. /Kinetics is a set that benefits greatly from Hasten. Hasten allows Siphon Speed to be stacked more easily. Siphon Speed allows Hasten to be up more often. It’s a beneficial circle. Having a 110% recharge buff up much of the time (on top of whatever recharge enhancements are slotted in the powers) does wonders for long recharge powers like GDF and brings the recharge for GD down to under 3 seconds.

    Fitness: There are those that build /Kinetics controllers without the Fitness pool or respec out of Fitness after picking up Transference. I am not one of them. My play style involves cranking up the recharge buffs and spamming powers. This would not be remotely possible without Fitness. Transference allows me to do it in extended fights without having to slot for endurance reduction.

    Leadership: Any control set with /Kinetics as a secondary will benefit greatly from Leadership, specifically Tactics. You have more powers with a tohit check than just about any other set. In general, slotting 1 acc + 3-slotting Tactics is superior to slotting 2 acc. That said, I respeced out of Leadership around level 42 or so. I found that there were too many mezzing mobs that dropped my toggles, leaving me with inadequate accuracy until Tactics recharged. Taking Leadership also eliminated two power choices from my primary/secondary, neither Assault or Maneuvers (the prerequisite to Tactics) being of particular value to a /Kinetics.


    Ancillary (Epic) Power Pools

    I have not tried all of these. I had Fire for a while and currently have Psi. Shortly after I8 the damage from the blasts was cut to bring the damage scale into line with the blaster powers they were based on. The single-target blasts now do roughly the same damage as controller’s single-target control powers. For sets like Gravity, Illusion and Mind with solid damage, there is less reason to take the single-target blasts. The AoE blasts are still useful, as AoE damage is harder to come by. From the 12/7/06 Patch Notes, the current values are (note, City of Data still reflects the old values):

    Earth Mastery/Hurl Boulder: 1.64 damage scale
    Earth Mastery/Fissure: 0.90 damage scale (old value – believed to be unchanged)
    Fire Mastery/Fire Blast: 1.1 damage scale, plus 80% chance of 4 x 0.15 DoT
    Fire Mastery/Fire Ball: 1.05 damage scale, plus 80% chance of 3 x 0.15 DoT
    Ice Mastery/Ice Blast: 1.0 damage scale
    Ice Mastery/Ice Storm: 75 x 0.028 pet damage scale DoT over 15 seconds (unchanged)
    Primal Forces/Power Blast: 1.0 damage scale
    Psionic Mastery/Psionic Blast: 1.0 damage scale
    Psionic Mastery/Psionic Tornado: 0.875 damage scale

    Fire Mastery: If you’re looking for damage, look no further. Even after the adjustment, Fire does substantial damage. You get single-target and AoE blasts, a resistance armor (27.5% Sm/Le, 20% Fi, 10% Co), and an endurance recovery power.

    Psionic Mastery: Provides one of the few mezz protection powers available to non-melee characters, albeit with a 90 second duration. With recharge buffs you can have it up more than half the time. As a bonus, also includes 22.5% defense to Psi. The set also has a single-target blast, an AoE blast and resistance armor (27.5% Sm/Le, 20% Psi). Although the AoE isn’t available until lvl 47, it has useful secondary effects of –recharge and knockup (which can be used on top of CF).

    Primal Forces Mastery: Conserve Power, a single-target blast, a resistance armor (30% Sm/Le) and Power Boost. Power Boost is the gem here, as it provides a 186% enhancement to the duration of all your mezz powers.

    Ice Mastery: Single-target and AoE blasts, defense based armor (13.5% Sm/Le with 30%/10% resistance to Co/Fi), and Hibernate. Hibernate makes you untouchable for 30 seconds while you rapidly heal and recover endurance. Ice Storm, the AoE blast, now benefits from containment. Its more damaging than Fire Ball but on a 2 minute timer.

    Stone Mastery: Single-target blast with a 4-second animation (about the last thing Gravity needs), an AoE with chance of stun and knockdown, defense based armor (14.4% Sm/Le), and Earth’s Embrace (Dull Pain).
  8. [ QUOTE ]
    drop Reconstruction? i don't think so, it is your only FULL heal, anyone who uses DP as a heal needs to rethink their strategy, reconstruction 6slotted has saved my butt, it may not have as high green numbers as dull pain but it is a better HEAL, dull pain should only even be used when at full health, it's really your only resistance, and a good one at that..i slot Reconstruction with 4 heals (the 4th is an iffy, you choose, but it does HELP more than the 5th) and 2 recharge, only slot it with 6 when you have extra though, some things need to be slotted first like attacks..

    [/ QUOTE ]
    Read the date on the guide before you start flaming. This one was posted in I3. Regen has changed much since then.
  9. I think you are missing the logic as to why mitigation is better when added to higher base amounts. The amount of added mitigation is the same on a low base or a high base only if you are comparing it against a baseline of 0% mitigation. Using your example

    [ QUOTE ]
    30% Defense = 60% Damage Mitigation

    35% Defense = 70% Damage Mitigation(+10% Damage Mitigation)


    and

    05% Defense = 10% Damage Mitigation

    10% Defense = 20% Damage Mitigation (+10% Damage Mitigation)

    [/ QUOTE ]

    You are correct that adding 10% damage mitigation to 60% or 10% results in the same amount of additional damage being avoided. However, the incremental value of that mitigation is much greater when applied to the higher base. Going from 10% damage mitigation to 20% means you are going from taking 90% of damage to 80%. While the absolute change is -10 percentage POINTS, those 10 points are an 11.1% reduction from the 90% you started at. When you go from 60% damage mitigation to 70%, those 10 points are a 25% reduction from the 60% you started at. This is why people feel small amounts of mitigation have greater value when added to a higher base.
  10. As indicated in the post I linked above, AV debuff resistance affects runspeed, recharge, endurance, tohit, defense, perception, regeneration and recovery.

    And not to take anything away from rad, do not underestimate the AV killing ability of kin and dark. This week on the live servers my grav/kin troller trioed Infernal (with 2 scrappers) and Shadowhunter (with a scrapper and a kin defender).
  11. There are a couple of threads in the Training Room and some of the other forums talking about the change to AV's/GM's. There is a post in this thread with the old and new values for comparison.

    There are also combat modifiers for lieutenants, bosses and AV's such that they resist tohit debuffs by 10%, 20% and 30% respectively (modified by level).

    I'm not aware of a guide that goes into detail on the mechanics, but my understanding is that a 50% debuff applied against 85% resistance would result in a 7.5% debuff.
  12. Interesting guide, but misleading in several respects. First off, the reason Lingering Radiation is so powerful in debuffing AV's is not the strength or recharge of its -regen, but that it is currently non-resistable. AV's and GM's currently have extremely high resistance to debuffs, scaling from 43% at lvl 2 to 94% at lvl 50. The various EMP powers are also non-resistable, but are of less utility due to their long recharge. There are also some -regen powers available villain side that you failed to mention, including Heat Exhaustion, Benumb, Envenom, Assault Bot Plasma Blast, and Power Surge, some of which are also currently non-resistable.

    All this will change with I9. If you read the patch notes:

    [ QUOTE ]
    Many powers with regeneration debuff effects are now resistible by non-player entities. Powers effected are:
    Radiation Emissions 'Lingering Radiation' and 'EM Pulse'
    Poisons 'Envenom'
    Robotics Assault Bot 'Plasma Blast' and 'Dual Plasma Blast'
    Electric Armor 'Power Surge'
    Trick Arrow 'EMP Arrow'
    Electrical Master 'EM Pulse'

    Archvillain and Giant Monster class entities have had their global debuff resistances reduced. This should offset the changes made to -Regen powers and lead to more diverse team composition for certain encounters.

    [/ QUOTE ]

    As you can see, Lingering Radiation will no longer be the "uber" -regen power. AV/GM debuff resistance will now scale from 60% at lvl 1 to 85% at lvl 50. Other power sets will now be of value in fighting AV's/GM's.

    Also, Shivans do not have -regen, just massive damage.
  13. Minor correction - Dark Nova Detonation is 100% neg energy.
  14. Very nice, but if you wan't to see the missions each offers try http://cov.nofuture.org.uk/contacts/
  15. Nicely done. I've been meaning to update mine to add some of the other pool powers.
  16. Its the same reason that powers like smoke and flash arrow don't work for players the same way they work for NPC's. Fire smoke or flash arrow as a player and all the mobs know where everyone on the team is as soon as one person attacks. When that Night Widow throws a smoke grenade, they all remain hidden even if they attack.
  17. Its possible, but not if he was firing at the tank, who was on the other side of Siege. (I actually got caught off guard and didn't notice the tank had called "ready".)
  18. Fighting Siege last night on a 6-man team. I was on my blaster, standing 70+ feet away, stealthed and not attacking. Tank attacks Siege. Guess who Siege attacks? Guess who ate pavement without firing a shot?
  19. Nice guide, but I really can't agree with your slotting on the regen side. Sure you went through the game solo on invincible. Guess what - any scrapper with any secondary can do that. But you're limiting yourself unnecessarily.

    [ QUOTE ]
    Dull Pain = Nice power, the extra health it gives if always nice to have and could mean the difference between life and death. But I have to be honest, this is the last power I took. "Last in the set?" No, last in the game. Other Regeners out there will most likely stone me to death now but this power never really seemed vital to me and the fact that I ran solo through most of this game on Invincible and never really died much kinda backs me up.
    Slotted = 2 Time 2 Health

    [/ QUOTE ]
    *pulls out the stones* I can't imagine not taking this ASAP. Even if you don't use it often, slotting should be 3 heals as the heals increase the hit point boost.

    [ QUOTE ]
    Integration = I couldn't love this power more if it made me dinner. I took this ASAP and kept it running just about day and night for the rest of my life I am basically never NEVER knocked back, put to sleep, held, disoriented, or immobilized thanks to this sexy power. Take it. Love it.
    Slotted = 2 End. 1 Health.

    [/ QUOTE ]
    This power does not need 2 endred. It doesn't need 1 endred. It does need 3 heals.

    [ QUOTE ]
    Resilience = Honesty again, never took it and really, never hurt for lack of it. I hear that the Smashing/Lethal damage resistance isn't bad on it, but I dealt with those in another way we will speak of later.
    Slotted = All you if you take it.

    [/ QUOTE ]
    If you're taking tough, I would take this before I would take weave. Even if you use just the base slot it gets you from 17.5% up to 24.3% S/L resistance. What does your 5 slots in weave get you? 5.85% defense. pffft.

    [ QUOTE ]
    Boxing = Not a bad power and I slotted it up to the point where it is nearly as fast as brawl so I went ahead and made it an auto-attack. It's good for mopping up those poor baddies who are just shy of hittin' the floor.
    Slotted = 3 Time 1 Acc. 1 Dam.

    [/ QUOTE ]
    I don't know that you're getting much benefit from all those rechred, as boxing recharges so quickly. My preference is to slot it for damage and take it instead of thunder kick (the two do almost identical damage). It seems like you have more attacks than you really need anyway.
  20. I've got one about to hit 40 on Victory.

    Great guide. You might want to check your numbers here. The tohit debuff on darkest night is about half what you list. I would also suggest, for those that like electron haze, adding a range enhancement has great benefit.
  21. [ QUOTE ]
    It does not overcome KB Protection that most Stalkers have. But it still uses a roll to determine whether the KB hits or not before being deemed useless against the target. You are correct that it causes no damage and no movement, but that is only because of the Stalker's resistance to KB. However, it is still the roll that counts! The roll.

    If you are hit with a weak DoT that does 0 damage after resistance, can you still AS? No, because ou are taking damage that your resistance is making ineffective. You are taking no actuall loss of hit points, but you are still taking damage. The same effect seems to apply to the Repulsion Field. The Stalker is being affected by the KB, but due to their resistance they are not moving. It is still effecting them, they are only resisting it! That is what is disrupting their AS

    [/ QUOTE ]
    From the I7 Patch Notes: "Assassin Attacks are no longer interrupted by Debuffs. Damage and movement are the only interrupt mechanisms that apply." Like I said, please provide a demo or video.

    [ QUOTE ]
    Actually, they are whites, well yellows because they are even-level. You claimed not to have tried my build, yet you now say that it cannot happen? May I ask for your proof?


    [/ QUOTE ]
    At lvl 50 snipe does 153.48 dmg unenhanced. With 3 even SO's plus buildup you would get 452.77 dmg. A lvl 50 lieutenant has 860 hit points. (I also know that I am unable to 1-shot a +1 or +2 lieutenant with BU+Total Focus, and that combination does 584 dmg.)

    [ QUOTE ]
    Boost Range according to Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    Cost: 13 End
    Activation: 1.17 Sec
    Recharge: 60 Sec (w/ 3 RecRed: 30.78 Sec, w/ 6 RecRed: 28.58 Sec)
    Duration: 15 Sec
    Buff: +75% increase in self range

    [/ QUOTE ]
    Sherk Silver's is wrong on much information. From City of Data
    Cost: 13 End
    Activation: 1.17 Sec
    Recharge: 60 Sec
    Buff: +59.6% Range Enhancement to Self for 30 seconds

    [ QUOTE ]
    Then may I ask what Stun does? The Blaster melee powers drop toggles. That added to Brawl drops even more toggles. Perhaps you cannot one-shot Stun them (except on lucky hits or depending on their build), but Stun works on every target in the game unless they are specifically designed to not be stunned. Last I checked with my Tanker, Brute, and Stalker, they could all be stunned by mobs. If you say yours can't, then Ill be the one calling hijinks because everyone can be stunned. It just depends on what you do after the Stun.


    [/ QUOTE ]
    Toggle dropping was nerfed in I7. Other than brawl's 5% chance, the following powers in energy manipulation can toggle drop (from the patch notes):
    Blaster: Energy Manipulation: Bone Smasher: 22% for 1 Toggle
    Blaster: Energy Manipulation: Energy Punch: 5% for 1 Toggle

    Stun does NOT have a chance to drop toggles. It is a mag 3 stun. Total Focus is a mag 4 stun (not mag 3 with 80% chance of mag 1). A lvl 50 scrapper/stalker has mag 10 stun protection. Without energy punch or bonesmasher, you have no other powers that can stack stun magnitude. Result=not stunned.

    [ QUOTE ]
    Then why do you not try it and see? If you do not like it, then stop posting and flaming it. I am not forcing you or anyone to try this build. I am not hacking your account and using all of your respecs to force you into this build. I am putting it out there, as does everyone with a great build, to show people another way of doing things.

    You cannot PL with this build effectively, but that is not the point of the game and if you say it is, then I will give you my pity. I play the way I wish, and others play the way they wish. Please, post your own guide so that we may see how you would play, until then, stop flaming mine.


    [/ QUOTE ]
    I am not flaming your build. I am making constructive comments and pointing out inaccurate information. I do not need to try it. I have a non-PL'ed lvl 50 energy/energy blaster that I have been playing for 2 years. I know what the powers do and don't do.
  22. <QR>
    - The suggestion is not to replace buildup with aim, but to have both. If you can't see the benefit, I'm not going to bother explaining it.
    - The suggestion is to have TI and FoN, not replace FoN with TI. And blasters do not have one of the lowest hit points in the game. Blasters have 90% of scrapper hit points and significantly more than defenders and controllers. And the advice not to rely on FoN against psi mobs is good advice.
    - Power boost will more than double the stun duration of total focus. That's a 20+ second mag 4 stun, which is very useful in eliminating bosses.
    - I don't see how you can PVP with only one acc in each attack. Base tohit in PVP is 50%, which is only improved to 67% with a single acc.
    - Please provide a demo of repulsion field interrupting AS. It would not overcome knockback protection and therefore could not possibly interrupt AS. A tohit roll that does no damage and causes no movement will not interrupt AS.
    - No way BU+snipe takes out a lieutenant in one shot unless you are fighting blues and greens.
    - More than 1 endred in hover is a huge waste. Personally, I think your whole build is way overslotted for endred.
    - Boost range is not a 15 second buff, its a 30 second buff. Its perma with 3 recharges.
    - I call hijinks. Stun will not mezz a scrapper or stalker in PVP. Not even stacked with total focus.

    Look, this is your build and you're happy with it. But don't trot out your idiosyncratic choices and call it a guide.
  23. _Castle_ just acknowledged that Invincibility is bugged. The taunt is apparently not working properly either.