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Quote:Longbow Cataphract.No combination of incarnate or IO bonuses can replace a large -regen
Quote:or -res
Quote:None can replace -dam
Quote:No combination of incarnate powers can replace fulcrum shift.
Quote:I know it's fun to pretend that everyone is affected the same, but the simple truth is some sets are hit much harder by incarnate powers. It does no one any good to pretend that isn't true. -
Quote:Reactive easily beats out Diamagnetic. The -regen portion is very small and heavily resisted, while Reactive's damage is very significant(and works well with bruising).Diamagnetic's -regen is likely the best bet vs AV class or higher mobs, the -tohit is also nice to have on toons with defense.
Gravitic may offer the most survivability on an aoe heavy toon as the -recharge really cuts down on incoming attacks.
Reactive is great for farming, but due to the 4x stacking, may not be great on teams if lots of people have it.
The -dam paralytic doesnt excite me much because you'll get more value out of gravitic and diamagnetic on survivablity and -def is hardly necessary in the end game.
Paralytic can be stacked with Darkest Night, Void Judgement, and Kinetic Melee for some pretty heavy damage debuff(which also works well with bruising), it's much better than Gravitic in my opinion. -
Empaths can have powerful debuffs through Sonic Blast(and Lore pets to demolish AV's) to close the gap, and will steamroll everything else quite fast due to their fast recharging crash-less nukes.
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Ion Radial Judgement also has a -recovery component for 10 seconds, so if you have another power to drain the mobs with it's really solid. It's especially good if you're an ELA character which has both Power Sink and Lightning Field to back the drain up.
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That uppercut... Almost as mind-boggling as that haircut.
I'll definitely be rolling SJ. -
Quote:http://boards.cityofheroes.com/showp...postcount=1091I suppose it all depends. Is it fixed recharge like Strength of Will/One with the Shield? (speculative, not expecting anyone to actually know at this point)
If it accepts recharge buffs you can potentially get it down to Once every 7 1/2 minutes. Considerably more useful, particularly if it effects accolade powers. Plus it's already in the same pool as Hasten, so it wouldn't even be all that difficult to fit into many high recharge builds.
I might consider it for my Fort, just cause I like to nuke as often as possible. -
/Dark looks really really good for blapping, which is weird because Dark Blast is cone heavy. So Dark/Dark looks like it might have some synergy issues, while Fire/Dark looks amazing.
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Quote:You can also pick up Super Speed instead, which gives you much faster travel speed(you still have Fly for vertical management) and Stealth.Running Afterburner (which is a toggle) pushes flight up to 71mph. Super Jump caps out at 78mph, only 7 mph faster and yet with considerably less vertical ability/control.
In all honesty I would have preferred they simply increase the flyspeed cap period, instead of having it tacked into an additional power pick. It's not so much slower than other powers that I feel it's really an issue though, I doubt I'll even bother picking up the new power on most of my fliers.
For the record Flight is bar none my favorite travel power, slower or not.
I'm not impressed with the Speed instant recharge power myself, once every 30 minutes isn't that good. The Leaping AoE power looks appealing, and the Teleport power is nice as well but not something I'd take as a min-maxer. -
Quote:Useless is taking it too far I'd say. RA's are pretty nice for soloing, and you have a self heal handy.I agree with this, but have to add that Empathy is Useless... When you are trying to solo with it. Just about every other primary solo's better, with the possible exceptions of TA and Sonic.
You CAN solo with Empathy, but choose something else if you plan on doing it often. -
Quote:I think it's fair to say that no character(player is another issue) is truly needed anymore with all the incarnate powers and IO's.I don't know. When teamed with 7 IOed out, defense and damage machines. What's an empath to do if they only have 2 attacks, have no need to use the aoe heal (except maybe on themselves) and thusly no need to use the ST Heal.
Sure rock those Regen/EndRec powers, but that still doesn't mean the team needed them.
So, can +DMG the one person for even more damage...and then attack...with just two attacks. o.O -
I think you need to set a goal for your build, as defense beyond 45-47% won't benefit you in most cases. Instead of getting lots of defense, you can fit more damage into your build, especially seeing as you picked Dual Blades which arguably has the highest DPS potential.
Dual Blades can get by with low recharge due its combo system, but if you pump a lot of recharge into it you can use the Blinding Feint-Ablating Strike-Sweeping Strike-Ablating Strike attack chain. So if you build for recharge bonuses(Hasten is a must) and damage bonuses instead of defense, you can pump out a lot of DPS for an SR character.
Here's the build I'm running at the moment:
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Quote:This might seem a bit nitpicky, but there aren't any characters that can Incarnate softcap themselves to everything and reach Empathy's level of HP/Sec, with IO's and Incarnate Abilities alone.Like running OPed all defender teams is unique to Empathy.
What does Empathy bring to the table that's unique for end game content that can't be gotten elsewhere via IOs and Incarnate abilities?
Nitpicking aside, I'll repeat what I've said before: In an unrealistic scenario where every character has all the incarnate powers and over 10 billion inf invested into their perfect builds, your buffs won't matter as much. However, your debuffs, damage, and your contribution in general won't matter as much either. -
Melee while jumping around isn't nearly as viable as Blasting while jumping around, for obvious reasons.
As for Longbow Chasers, those are quite rare(I can only recall facing them in the LRSF) and aren't challenging at all.
And if I'm getting your post right Clouded, I said earlier that I would prefer slotting the Aegis unique over KB protection, and there's the PVP unique as well. That's three options for resistance uniques, and I can't imagine a good /Elec build which has more than 2 resistance powers 1-slotted(Grounded and Power Surge). The only situation I can come up with where I would slot the KB protection IO is if I have 2 travel powers(Winter's Gift is better).
Bottom line is, the situations where KB protection off the ground is useful are quite rare, and there are better things to slot in your powers.
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Quote:In an unrealistic scenario where every character has all the incarnate powers and over 10 billion inf invested into their perfect builds, your buffs won't matter as much. However, your debuffs, damage, and your contribution in general won't matter as much either.I guess I have a second part to that question. Do either lose their usefulness in end game where everyone has incarnates and full set bonuses? Do either power sets have an advantage then, or is it the same argument?
Right now, at lvl 25, Fort makes the tank rock solid, and a scrapper or brute almost a tank. When RA is up, the team can roll and not worry about end. Those are 2 of my best buffs, but in end game, none of the 50's I have ever need end, and all have very significant bonuses from sets. -
That entirely depends on what your team consists of, with Empathy usually contributing more mitigation and Pain usually contributing more damage. What really matters is whether or not you're enjoying your character, though.
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Ice is actually one of the best secondaries available to defenders. It's only second to Sonic, IMO.
You get Ice Storm and Blizzard with blaster modifiers, great single target attacks, and 2 holds. -
Not really, I just prefer to have a discussion instead of berating people for not understanding my intentions. If you would care to explain what you meant, we can get back on course.
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Which I disagree with. If you want to make your character better, there are always better things to spend your slots on unless you frequent Hami or use Claws. Extra recharge, extra defense, slow resistance, and even extra HP and regen would all be better than something extremely situational such as KB protection off the ground.
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Quote:So, you have Taunt from level 1-50? And you are always surrounded? Never any lose aggro, ever?
I know for my brutes, that Taunt is usually an after thought while I level. I tend to grab taunt auras right away by Taunt I wait to see if there will be room later in the build.
My point is that you don't seem to admit that there are occasions where jumping in combat could prove useful and necessary.
I don't play under 50 enough for the lack of Taunt to be significant, and if I'm not surrounded by mobs I don't need to jump.
Note: I never argued that there's no use in getting the KB protection IO. All I'm saying is that there are simply better things to spend your slots on. -
Quote:I solo and team, though I mostly team. If a teammate is in trouble from a stray mob, I taunt the mob. If I'm fully surrounded by mobs, there's no need to re-position myself to get better AoE coverage.Auroxis,
Do you solo mainly? I ask this because I get that vibe from your responses.
Jumping in combat is helpful to control aggro at times. Sometimes the mobs don't all line up so neatly that your AoEs are going to reach them or their aggro will spill onto a teammate. Jumping out of the mob to help out a team member is also a viable tactic.
Now, don't get it twisted and think that we are all bunny hopping around the mission. It's more of a "oh crap, I need to get over there quickly and there are obstacles in the way." Trying to manuever your brute around mobs and PCs might not be the best idea. -
Quote:None of which require you to move away from a tight spawn in order to be effective. Repulsing Torrent, maybe, but that one's rarely used.I have it from a reliable source that there are some other cones available to brutes outside of Claws.
Quote:That might be more optimal for some, but not an optimal option for all builds. Sometimes, it can be useful to take a out a specific target first--not getting to that sapper or w/e in time has the potential create an issue.
Quote:Because the first spawn is about to be all defeated. -
Which is only the case with Claws if you're surrounded.
Quote:to reach a specific target at the edge of the mob
Quote:to have your AoE over lap with another spawn, to get w/in range of another spawn w/ your taunt or ranged attack, etc.
Quote:Sometimes when you're in the midst of mob you need to be a few feet over one way or another.