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Posts
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Quote:Thanks for the suggestions. I can probably slot Gift of the Ancients in at least 2 defense toggles right away, since they already have 4 slots in them right now anyway. Stacking the recovery bonus AND the +Max Endurance seems like a nice one-two punch.I like the Gift of the Ancients set for my shields, 4 pieces gives me a sizeable recovery bonus and 1.8 bonus points of endurance. It's not that expensive, it caps out defense with good endred and I can stack it several times without really trying.
Also, get the +endurance accolades (Atlas Medallion, Portal Jockey) for another 10 points of endurance. With the accolades and 3 sets of GotA slotted my SD/Fire runs 7 toggles and has no endurance issues.
I've already got Atlas Medallion, which is helping. I've looked up Portal Jockey before, but is there a nice guide anywhere on how to get it? I seem to remember it requiring several specific story arcs. -
Mind controllers are also plenty of fun.
Another option of course is to re-color another power set purple and call it psychic. I and a few others have done this with Kinetic Melee to make a 'psychic melee'. -
Quote:Yeah, Performance Shifter was pretty much the first thing I thought of. Unfortunately, I don't really have as much $$$ as you think. I have no level 50 characters, and this tank only has between 10 and 20 million inf at any time, since I tend to spend whatever I earn while leveling on filling out the slots I got over the last level. PerfShifter Chance for End is running in the 50 to 100 mill range. My current plan is to work on getting it through Alignment Merits, as I've only just recently started working on those and they seem pretty easy to rack up.If you're building for defense you must have some $$$. Get a Performance Shifter - Chance for +END and put it in a 4th slot in Stamina. It's similar in effect to what a 4th slot would give without ED. Also, if you get hit by a debuff that trashes your recovery, it still works since it's not giving you recovery - it's a direct application of END points.
That will help with just one slot. After that, if you have places to slot them, start building for recovery bonuses. -
Ok, so, shooting for something like 50% endredux in every attack? I mean, at some point diminishing returns is going to mean +Recovery will do more for me than piling on more endredux, right?
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Most of my attacks have 30% endredux or more. Only one, which I got most recently and have not slotted has no endredux yet.
Also, all of my toggles have at least a little endredux in them (10 to 20%)
All of the sets I have are chosen solely for +defense, so I currently have almost no +Recovery set bonuses. Attacks and such which are not slotted for a +defense bonus are frankenslotted for as much acc/dam/end/rech as I can get. -
Leveling a Shield/War Mace tank and loving it. Respec'ing with I19 allowed me to fit in a couple more power picks, including Weave, and push my defenses up to almost soft-cap, at only level 36!
However, despite 3-slotted stamina and a moderate amount of endredux in all my toggles and attacks, I still find I'm running out of end a little faster than I'd like. Yes, I'm turning off unneeded toggles like Sprint and occasionally Grant Cover (like when soloing things that don't debuff defense/recharge).
What would you recommend as a way to cheaply and/or quickly improve my end recovery/usage? Will throwing in multiple two- and three-piece set bonuses for 2% recovery here and there add up fast enough? Or am I looking at needing to drop merits/inf on Performace Shifter/Miracle/Numina uniques?
I know I can get another +Recovery power in my APP, but that's 7 or 8 levels away. I'd like to find a solution that I can implement within the next 2-4 levels. -
Minor warning: Fire is one of the less defensive sets for a scrapper. He might get a little frustrated if he dies too often.
That said, a Defender, Controller, or Corruptor with any of the powersets that have ally shields to hand out and/or healing will do a fine job of keeping him alive. The choice between the three is really up to what you feel like. -
What builds or powersets did you once consider 'tight' or hard to fit in all the powers you want that aren't as hard to build now that we have Inherent Fitness?
One I'm thinking of is Super Reflexes. I was always disappointed that SR seemed to require 8 or even all 9 power picks to play it the way I would want to. Now that we have fitness for free, though, I'm very likely to go roll up a new SR character. -
Hi guys,
I'm considering Invulnerability (because I've never played it past level 10 or so and it's been in the game *forever*) or Willpower (because it looks very well rounded) for my next Brutes/Scrapper/Tanker. Can anyone give me a rundown of the major pros and cons of each as they compare to each other? Commentary on the different play-styles between them and subjective experiences is welcome as well.
One point I'd like some info on is the differences between their Tier 9 'godmodes', but really just tell me all about these two sets. -
Another interesting effect of all this is that builds commonly considered 'tight' (e.g. Super Reflexes and other such sets where you REALLY REALLY want all 8 or 9 to be effective, and the skip-able one comes very late) suddenly aren't such a hassle.
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One advantage of Jolting Chain is that due to it's pseduo-aoe and dual-splitting mechanics, it's virtually guaranteed to hit the full 16 targets once it's hit the first one. See http://boards.cityofheroes.com/showthread.php?t=235533 for full explanation.
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Quote:Power Siphon is not required to activate the -Damage debuffs. The text is deceptive. The ONLY effect of Power Siphon is the +to-hit and +damage buffs to yourself.i made a kinetic melee brute and i even deleted my other toon for it, kinetic melee is suppose to lower the enemies damage but the debuff is so small i only shave off only 1 hit of damage, and what if i dont want power siphon, thats not fair that all other powersets debuff doesnt need a build up power to work well, and even then at least they have debuffing enchanments to make it stronger, and kinetic melee doesnt, there are so many disadvantages to this kinetic melee and i really dont care about how the powers look like but just how they function, so PLEASE can you fix this problem to make it fair to the other powersets
Also, the -damage is not KM's only source of mitigation. It also has knockdown/back and stun in many of the attacks.
Finally, most people don't slot enhancements for mitigation into their melee attacks anyway. They'd rather be slotting for more accuracy/damage/recharge/endurance most of the time. -
Seriously. I just threw together a quick build in mids for Elec/Elec, and came up with 75% recharge using only 2 LoTG's and various moderately priced sets.... for level 40!
It may even be possible to achieve sooner, with a less conventional build, but I was going for the powers I would have picked anyway if not IO'ing. -
Quote:Don't trust the 'Moderate', 'High', 'Low', etc. damage ratings. Some of that text hasn't been updated in years, and it's too vague.Fire? Really? Even though almost everything is moderate? I never would have guessed! Assault Rifle looks way damaging... I would have figured that!
You can look at the real numbers by using the 'Show Details' button at the top of each power column either during character creation or on the level-up or enhancement management page, and then mousing over the power you want to examine. You can learn a lot about both a power's exact numbers and its mechanics that way. There's also City of Data at http://tomax.cohtitan.com/data/powers/ -
Ooh, yeah, I totally forgot how laggy the servers have been lately.
How much you want to bet that a bunch of the KM haters have only played it on the recently ultra-lag servers? -
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Huge thanks for all this, Arcana. You've shown that a lot of the complaints about Jolting Chains and Synaptic Overload are really unjustified. This thread needs to be required reading for all Electric Control doomsayers.
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Take a look at this thread: http://boards.cityofheroes.com/showthread.php?t=235533
Arcanaville actually explains the exact mechanics of Jolting Chain there.
Short version:
Jolting Chain starts with a single target attack. After a short delay, two chains are spawned. Each chain does attacks as an Aoe centered on the original target, with a maximum of 1 target hit for the Aoe. BUT! Aoe attacks will keep attacking targets until they've either reached their maximum number of hits OR missed everything in the area. Then, each hit does the same damage, knockdown, delay, and spawn two chains. A target hit by any chain is marked and cannot be hit by a chain again for at least a few seconds. Missed targets are not so marked.
EDIT: Additionally, the streakbreaker works massively in your favor due to the sheer number of attack rolls being made here.
/EDIT
Net result? If properly slotted to have 95% chance to hit, Jolting Chains will miss about 5% of the time on the initial target, but in a large, packed group will have an absolutely tiny chance of not hitting every single target in the group after the initial hit. Additionally, it is possible for a target to be hit more than once! However, no more than 16 total hits will occur.
I think Synaptic Overload works similarly, if not the same way.
This information needs to get out to all Elec control users. -
Quote:Yeah, except KM actually has relatively short animations! Go look at the power details. Quick Strike animates in .83 seconds, and both of the next two ST attacks animate in less than 1.5 seconds. That's definitely on the average-to-fast side of melee attacks. The only powers with animations on the slow side compared to other sets are Power Siphon (compared to Build Up), Focused Burst, and Concentrated Strike, and those last two are very late powers in the set.i haven't read the other threads. but maybe it's the length of the animation then that i don't have the patience for.
i mean if you think about it, with the waving of the hands all over the place before you strike, the other guy is gonna say "uh oh. i better hit him first".
I just don't get the 'long animation' complaints because the numbers show it's just not true. -
Missions in Praetoria are SIGNIFICANTLY more difficult than those in standard CoH/V lowbie zones. I think some people are taking KM, testing it only in Praetoria, and then comparing it to experiences in Atlas Park and King's Row, not realizing the level of challenge is different.
EDIT: And when I say 'significantly', I mean, there are times where I died 3 or more times trying to solo all the waves of ambushes and such, or against a nasty Destroyer's lieutenant with too many Blast Masters around him.
/EDIT
Also, did you take all 3 of the initial single target attacks? And Power Siphon? At level 14 on a scrapper with all those + hasten, I'm just slaughtering stuff now. -
It's a bad description. What you're seeing in the description is the damage it does to EACH target that it jumps to.
So how it really goes is:
Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP
Piddly Damage
Knockdown
JUMP
Etc. -
Been thinking about adding a third server to my list of ones to play on. I know Freedom and Virtue are generally considered the most populated. What is/are the third most populated server(s)?
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Quote:Nth-ing this. Psychic attacks that come from the hands, even if it's just a replica of other blast sets, would be very nice.For Psychic sets: alternative animations where the hands are used to focus them, instead of the head (I know this makes little sense, but all of the animations around the head just turn me off of these sets a lot of the time)
Other ideas:
-Stabbing options for dual blades, as mentioned above
-No-sword alternatives for things like Fire Sword
-Head/Chest origin for blasts
-Various "Assassin X" powers - something to replace the squat. Maybe the current Thunderstrike jumping animation for at least one?
-Kicks for non-weapon melee sets (Fire, Ice, Dark, etc.)
-Kinetic Melee's swirly style animations applied to some ranged attacks, such as energy blasts -
The only serious issue I see with this suggested set is that it would have difficulty tanking AV's due to the way AV's resist debuffs so much.