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Posts
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Quote:First off, Empathy gives a lot more than healing. Fortitude and AB are excellent buffs.I have an empathy defender that was fun to play to 50 but I'm looking more for mitigation than the "healing" that my empathy was used to.
I guess what I should have asked is, is there a difference between whether I have a defender bubbling or a controller/corrupter giving out bubbles?
Secondly, Controllers and Corruptors have lower buff/debuff/heal values than Defenders, 25% lower for a lot of the important buffs. -
Picking up a citizens private property and throwing it at an enemy doesn't seem too heroic to me. Works on Brutes though.
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Your buff heavy defenders are: Sonic, Force Field, Empathy, Cold, and Kinetics. All of these can perform different roles on a team.
There is no such thing as the best overall buff type defender. It all depends on the team at hand. -
To me, SS/Elec just defines what Brutes are all about.
Elec was originally the powerset unique for Brutes(and stalkers) and its design was especially made for them. The Elec Armor concept is letting you go non-stop, which is also what Fury is all about.
SS just screams brutish. Rage, devastating punches, screen shakes, all that good stuff. The heavy endurance nature of SS makes it a perfect fit with Elec. -
Shield/Fire does AoE damage on the level that could make a lot of scrappers jealous. The downside is the weakness to high ToHit enemies and Def Debuff failcascades.
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Quote:I remember a mission that had a big room with a bunch of resistance mobs. My team and I didn't know about the leadership stacking going on. Being confident in our team(lots of +def buffs going on), we just charged in. A minute later, we were asking ourselves face down on the floor and cursor hovering the hosp button, "What the hell were the devs thinking?".Maybe it was just me, but I think some of these tactics are being used by "The Resistance." They seem to use the leadership pool* and Devices from blaster secondary very effectively. Try approaching them with the difficulty up to at least +2**. If they would throw a special-ops lieut or minion that would launch pre-emptive strikes from group hide using their +acc/+to-hit to see us coming from afar... wow. We've already seen what vanguard and longbow can do.
*does leadership for enemies have the same benefits it has for us?
**I *try* to make a point of experimenting with the difficulty slider with new content. It's crazy to see how powerful some enemies get.
And as annoying as that experience may be, I would like to experience it more than once. -
This problem also exists for Sonic Resonance shields. Toxic resistance values do not increase when SO's/DO's are involved, but they do with IO's.
http://boards.cityofheroes.com/showthread.php?t=241251
I wouldn't be surprised if this problem existed with other powersets that had enhanceable toxic resists. -
It's my belief that every suggestion has a valid reason behind it. The suggestion itself may not be the best way to fix an issue, but an issue exists nonetheless.
The heart of the problem is that sometimes Tankers don't fit in a team, as their Taunt isn't needed. Bruising was added to address that problem somewhat, but while Tankers are more viable now, all bruising did was to make tankers a bigger damage contribution on steamroller teams, and didn't help make their tank role more important on said teams.
The fact is that Taunt is just a form of mitigation that does the same as any other form of mitigation, and doesn't bring anything special to the table besides a range debuff that helps clustering mobs a bit easier.
One way to go about making Tankers more viable on steamrolling teams is giving Taunt a bigger importance in mitigation, which is what I think Dech's suggestion is about.
The other way is to make Tankers more important to the damage aspect of a team, by building on the herder role of Tankers. Herding nowadays is a waste of time usually, and Tankers are just expected to take Alpha on steamrolling teams.
My suggestion to fix that is giving Tankers a buff to their Range Debuff capabilities. Taunt will make enemies go up close and personal more often than it does now. -
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Doubt that's going to happen.
I'd settle for a double duration on SB in exchange for double the cast time. -
Quote:A dark blast attack chain(unenhanced -tohit) can get up to -30% ToHit consistently, both ST and AoE. It's easy to get 15% defense with Arctic Fog, Maneuvers, and a slight IO investment.I know on my Dark Miasma users when they relied on -tohit and when they relied on -tohit and Defense.
It makes a HUGE different in survivability!
Not to mention, with softcapped defenses, -tohit works even better as enemies with -defense have a harder time of stacking it.
While I've never gotten to 50 with a Dark Blast, I have used it to the mid 20's, and I didn't find Dark Blast's -tohit to be that impressive of a survivability boost. Not saying it's not noticable, but it's not all that either.
And remember, this is a Dark/Cold build the OP has, so there's no -tohit in their secondary, just a bit of +defense from Arctic Fog.
I'm not saying the scorpion defense shield is useless(you won't have -30% on everything all the time and some mobs will resist the -tohit), I'm just saying that compared with the resistance shields, it's not as good as it could be on other powerset combinations. -
Quote:Dark Blast doesn't have DN(corruptor forums, remember?Having S/L defence can help you when your -tohit debuffs aren't doing much (such as AV fights,) as well as just being a nice luxury of not having to always cast DN.
Even for my /traps I have built for softcapped S/L without FFG summoned, as it frees me up from being dependent on the FFG to be "safe.") and has -ToHit built into its attack chains. I'd take a resistance shield over a defense shield in this particular case, if it fit my concept or offered me some other powers i could use.
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SS just works so well with Elec Armor. If it wasn't for the -Dmg crash I would be playing an SS/Elec Brute right now instead of just working on a build in Mids.
Click this DataLink to open the build! -
I can't find the softcapped S/L defense possibility in Mace that important because you have heavy -tohit in Dark already.
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With IO's, you really don't need any more mitigation from the secondary. I went for /Fire and the fast recharging AoE's ruin every mobs day.
Elec has issues with resistance holes(toxic and neg) and debuffs/mez. I went for positional defense to deal with that, and came up with a build that puts me at the softcap to everything with 1 purple, and does it relatively cheaply.
Aside from the Apex TF Hydra, there is nothing I can't handle.
Click this DataLink to open the build! -
I went Soul Mastery with my Dark/Cold. I couldn't find any great synergy from the APP's so I just went with whatever fit my concept the most. The only APP with some synergy is Leviathan Mastery for the 3rd cone(and if you pvp a lot, there's Hibernate in there as well).
As for the Alpha, however, Spiritual is absolutely the best you can get. Life Drain will heal more, Benumb+Heat Loss+Sleet will recharge faster, and your cones will recharge faster. -
IMO, it's one of those things that would upset a significant chunk of the playerbase and not contribute enough fun to make up for it.
Besides, a good team has their support classes generating threat by blasting already. I have this concern that if you impose buff aggro, support classes will be discouraged to blast even more than they currently are(due to popular opinion that defender blasts suck), thus making them less enticing to play. -
I find that you're better off going for set bonuses than procs on toggle powers. The damage is unreliable and unimpressive.
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You've hit the recharge cap on Rage(+300%), so no point in fitting any more recharge in there. I would try to fit in some defense, as all types of mitigation multiply each other(resistance,defense,regen).
Remember than in I19 you get to have the Spiritual Alpha, giving you a boost to your recharge and regen. Once you pick that up you should have room in your build to save money by removing purples or getting some defense. -
I wouldn't bother. The chance to proc on toggle powers is every 10 seconds, so it's not worth it.
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Quote:Just softcapping S/L is more than doable, even on Brutes/Scrappers. Softcapping to everything however is not doable on an Elec(at least without gimping yourself severely). I run a 32.5% to positional defenses(One purp for the godmode) Elec/Fire Tanker, and he's a beast. Didn't cost that much either.Of course with enough IO investment virtually any tanker can become godlike; if you were to, say, soft cap an Electric Armor tank you'd really have a monster. I'm not sure how doable that would be and I'm sure it'd be massively expensive but with enough money thrown at a set it can really get silly good.
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Few things:
1. IMO if you're gonna go for S/L def, you wanna get the softcap.
2. E/N defense isn't that important considering your energy resistance and ok'ish negative energy resistance(you can get more with IO's)
3. People like using Power Sink as mitigation. IMO it doesn't drain enough to merit all the slots, and just one slot is fine for refilling your end bar.
4. Spiritual Alpha is awesome for Elec Armor and WM gets some nice benefits out of it as well.
Here's where I would like to be if I was a WM/Elec Brute:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 4: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:30(46)
Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg:50(36)
Level 8: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(42)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(39)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(43)
Level 20: Super Speed -- Run-I:50(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), Ksmt-ToHit+:30(36)
Level 26: Shatter -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(27), Sciroc-Dam%:50(27), Sciroc-Acc/Dmg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 28: Energize -- Numna-Heal:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(29), RechRdx-I:50(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43)
Level 32: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(37)
Level 35: Power Sink -- RechRdx-I:50(A)
Level 38: Lightning Reflexes -- Run-I:50(A)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-Acc/Immob/Rchg:50(50)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Power Surge -- RechRdx-I:50(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(37)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Acc:50(3) -
More accurate than what I said, which was partially wrong, i guess. PBU works on Force Field shields, which have a resistance component that cannot be enhanced.