Blue_Fenix

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  1. Blue_Fenix

    Elec/???

    Shield Defense. Lightening Rod + Shield Charge = double the teleporting aoe goodness. Other than being a solid aoe build however (even aside from those two powers), there's no particular synergy there that I know of.
  2. QR

    What about Jump Kick? I've heard terrible things about that one.

    Hmm... Boost Range? Does anyone actually use this? Maybe it's a pvp thing, 'cause I don't do pvp, but this seems pretty useless to me.

    EDIT: Oh yeah, I DID see someone using whirlwind the other day, a BLASTER, in fact, but he seemed like a fairly new player.
  3. Quote:
    Originally Posted by FireWyvern View Post
    P.S. Why did a few people mention godmodes not boosting your offensive power? That's like answering to someone : "You know that brawl doesn't summon a minion?" The godmodes power are in defensive sets and the OP never mentionned that he though they boosted offense.
    To make sure the OP wasn't thinking that he'd be farming faster by being in godmode all the time, or something like that. To point out the lack of significant benefits to this build.
  4. Quote:
    Originally Posted by joebartender View Post
    Maybe its my senility kicking in but One with the Shield and Strength of Will are the only "godmodes" that ignore + recharge I thought. They are also the only two Godmodes on the 360 second timers for that very reason.

    This link may be the guide you were looking for. http://boards.cityofheroes.com/showthread.php?t=124216
    You're probably right, Joe. I was just extrapolating from the ones I was familiar with or had looked at most recently.

    The point is, though, that the amount of down-time is going to be large for just about any godmode power. Even 60s, as in the guide you linked to, would be intolerable to me.
  5. Never heard of such a thing, but here are my initial thoughts:

    EDIT: I was wrong abut the numbers and the +recharge. Aparrently those are only for the ones I was familiar with. Post preserved for posterity.

    1) Most godmodes are only up 1/3 of the time (120s duration, 360s recharge). Do you really want to only play 2 out of every 6 minutes?

    2) I hope to god you never team with this build, or if you do, don't do the phase shift thing.

    3) Godmodes are generally not affected by +recharge at all.

    4) Most godmodes do not increase damage output, just defense/resist and maybe recovery/regen.

    5) I don't see that you'd gain much else by doing this. Yeah, you could drop a few defensive powers, but then you'll have to fill that with lots of attacks and pool powers, and I don't think there's actually enough of those worth taking anyway.

    tl;dr - Frankly, I don't see the point.
  6. Quote:
    Originally Posted by Imbeni View Post
    Try turning on Combat Jumping. It was off when I pulled up the build.
    I've seen this problem before in my own builds. I suspect MIDS defaults to CJ being OFF because it's a travel power, or something like that.
  7. QR

    Thanks for all the suggestions so far.

    The only ones that are sort of standing out in my mind so far are Fire/Storm troller (I've wanted to do storm for a long time, never had a stormie of any type that really got anywhere though), Fire/Dark Corr, and Fire/Traps Corr.

    In fact, I've wanted to do traps for a while, but never had the right concept or combo for it. What attack sets go best with Corruptor /Traps?

    Finally, anyone got any Dominator suggestions? They feel a lot more fun since the damage boost they got in I15, but I haven't found a combo I really like yet.
  8. Hey, would love some suggestions for something to roll up and rush up to the 20's during double xp.

    Here's my highest of each AT:
    44 Spines/Fire Scrapper
    35 Grav/Kin Controller
    35 Dark/Dark Stalker
    27 Shield/War Mace Tanker (LOVING shield charge, BTW)
    25 Sonic/Sonic Defender
    22 Dark/Thermal Corr
    19 Necro/Thermal MM
    18 Super Strength/Shield Brute
    14 Earth/Energy Dom
    13 Ice/Ice Blaster

    That should show a vague idea of what I like to play the most. Other sets I've messed around with include BS/Regen, DB/WP, Rad/Energy blaster, Rad/Rad def, etc. (yeah, yeah, altoholic here).

    What do you think I might never have played that I'd fall in love with?

    One consideration is at least minimal soloing capability, please, even if it means having two different builds after level 20 or so, that's okay, so long as I can go do an arc by myself now and then without falling asleep. Another idea is that I'd like to maybe do one of the AT's that I haven't gotten to high levels before.

    Finally, I've been thinking about whether there's any solo-friendly builds that are truly Single-Target, that is to say, you'd rather run them on +4/X1 or X2, rather than the -1/X4 or +0/X3 or whatever I see myself doing in the mid levels most of the time with my aoe-centric characters. Is aoe just that much better to build for or what?

    Thanks for all the help. You guys are great!
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    this only applies to players

    NPC hits player for 4000 dmg, player drops to 1 hp

    player hits NPC for 800 dmg, NPC dies (if less than 800 hp)
    Okay, thanks for clearing this up.
  10. Hey guys. I thought I remembered there was some special rule that made one-shotting enemies of your level really hard to do. Something like if a player or mob is at full health, any damage will leave them with at least 1 hp. Is this true? I feel like there's been changes to this at some point as well.

    Also, I seem to remember something about a few powers having an extra tick of 5 damage or something like that so as to get around the rule and truly "one-shot". Is this true? If so, which powers?
  11. Quote:
    Originally Posted by HightechPunk View Post
    so not BS/SD or /Regen

    You sure you didn't mean to put this in the Scrapper forums? Neither BS nor Regen are Tanker sets.
  12. Thanks for the advice.

    Quote:
    Originally Posted by Finduilas View Post
    I don't think it's possible to soft-cap a shield tanker without *some* set bonuses, though granted, you don't need a lot.
    I'm aware of this. Steadfast +def and a minimal number of sets for that last few % are both in the back of my mind, but I won't have the inf. for that until at least the mid to high 30's, if not later.

    Quote:
    About the only thing frankenslotting gets you for those powers [defense toggles] is additional endurance reduction, which really isn't needed for a moderate end cost toggle.
    Yeah... I'm aware of the fact that End Redux is usually more valuable in attacks than toggles, but I still feel sometimes that I want to put it in my toggles anyway. Old habits die hard, I guess. Next time I respec or switch builds, though, I'll try shuffling the slots around to move more end redux to my attacks and see how it feels. I'll also have to take a look at what defense sets give the best enhancement values and set bonuses for 3 or 4 slots
  13. Hey guys, this is my first attempt at a frankenslotted character (I've never done a high level build with IO sets before, only commons), and I was wondering if you thought I was on the right track.

    The only thing I think I've done 'wrong' so far is that Jawbreaker is over-slotted for accuracy (70% enhancement, whereas I usually aim for around 40%). I'm also not sure whether I want Taunt or Build-Up or both in this build at some point, but right now I have neither. Anyway, here's the build as it stands right now; I'd appreciate any and all advice you have to give.

    Level 25 Shield Defense/War Mace tank
    Main goals:
    -Be a solid, alpha-taking tank for large teams, including against AV's
    -Achieve soft-capped defense to all positions
    -Be able to solo on occasion when I feel like it and not suck
    -Slot with cheap dual/triple/quad IO's for max enhancement values, mostly ignoring set bonuses until later
    -Have fun!

    Powers and Enhancement values:
    SD
    -Deflection, 4 slots - Def/End, Def/End, Def, Def/End/Rech (51% def, 56% end)
    -Battle Agility, same slotting
    -True Grit - 1 heal (How high a priority is it to slot this up? +Heal or +Resist?)
    -Active Defense - 3 recharge
    -Phalanx Fighting - 1 def
    -Against All Odds - 1 End, 2 Taunt

    Mace
    -Bash, 4 slots - Acc/Dam, Acc/Dam, Dam, Dam/End (40% acc, 89.4% dam, 20% end)
    -Jawbreaker, 5 slots - Acc/Dam, Acc/Dam, Acc/Dam/Rech, Acc/Dam/End/Rech, Dam/End (70% acc, 88% dam, 30% rech, 34% end)
    -Clobber, 4 slots - Acc/Dam, Acc/Dam, Dam/End/Rech, Dam/End (41.1% acc, 76.9% dam, 16.6% rech, 36.6% end)

    Other:
    Hurdle - 1 jump
    Health - 1 heal
    Stamina - 3 End Mod

    Combat Jumping - 3 defense
    Will get SJ later

    Boxing - 1 acc
    Will get tough/weave later

    EDIT: Thought I should note that I have no set bonuses worth mentioning at this point.
  14. Quote:
    Originally Posted by zeldo View Post
    I wish I could personalize the Fire and Ice attacks to be either all or no swords (except for the breath attacks, of course). I think it's dumb to have most of the attacks be icy or fiery fists or bursts, but then a couple attacks are perfectly shaped swords. Fire's swords don't actually cut, so replace them with a gout of flame. Replace Ice's with a giant icicle/spear thing.
    THIS!

    Same for scrappers and, in fact, any power set with sword attacks... it makes it so hard to actually create a character concept that is based around fire-y fists or a flaming sword but not both.
  15. This thread has convinced me to roll up a Rad/Energy blapper, and I'm having a blast so far (hit level 7 solo tonight, going to start teaming tomorrow, probably). I might finally take a blaster past the teens, I'm having so much fun!

    I was wondering, though, how many of you use Stealth on your blapper to help you get in position before proceeding to lay down the smack-down?
  16. Blue_Fenix

    Rad/Nrg

    I just rolled up a Rad/Nrg blaster for the first time today, intending to make a blapper out of him. My evaluation so far is basically that your single target damage is going to come primarily from Nrg, while your aoe is all from Rad. The -def debuffs from the rad are nice on teams to make sure everyone's hitting with their aoe's too, and Nrg's punches have nice stunning effect to help control Bosses and EB's. Unfortunately, I don't think Nrg's stun effects will be of much use against AV's thanks to the purple trianges, but then, most blaster secondary effects are heavily resisted by AV's anyway.
  17. I'd be happy if they would just get rid of the massive drop-off in fury gain above about 80% fury. As it stands now, it's ridiculously hard to actually reach the fury cap, much less stay there for any length of time. That last 10% of the bar is there, why can't I make use of it?
  18. I believe the change that was made way back in Issue 8 or whatever was that Domination still builds at a rate of 3 points per attack, but that it also build by an additional 1 point per team member other than yourself, or something like that. On a team of 8, you should have a full dom bar after less than a dozen attacks.

    The I15 Domination revamp did not change the domination building mechanics at all. What it did was to make the damage boost from domination effectively permanent even outside domination by changing the base damage scale for Doms. At the same time, a large number of powers, especially in the assault secondary sets, were recalculated and rebalanced, generally toward higher damage, recharge time, and end costs.
  19. I agree with Lemur Lad's suggestion to bring it up with the developers.

    As far as I know, there should be no difference in endurance costs between shared versions of defender/corruptor/blaster sets due to scourge. I did notice, however, that Blaster Shriek does -13% resist while Corruptor shriek does -15%. Don't think that's enough difference to justify it, though.
  20. Blue_Fenix

    A bug in game

    I'm sorry I don't have any help for your issue. However, I believe you will get more responses by re-posting this in the appropriate section of the forums. This is the "Player Events" forum. I suggest you try "Player Questions" in the Help section (http://boards.cityofheroes.com/forumdisplay.php?f=579) or "Technical Issues and Bugs" in the Development section (http://boards.cityofheroes.com/forumdisplay.php?f=578).

    Good luck getting this fixed!
  21. Some great info there, Siolfir, thanks a bunch.

    Quote:
    Originally Posted by Siolfir View Post
    At above 80%, the rate of gain per attack (either yours or an incoming attack) decreases dramatically.
    This is probably the biggest thing that I didn't already know. That explains why it seems like I always build to about 80-85% fury rapidly and then get stuck there. Seems like it would take an absurd amount of incoming fire to actually push you up to 100%, which is disappointing.
  22. So, messing around with a brute today, and I was wondering about fury and damage output compared to other AT's...

    Let me see if I've got this right (main source is Paragon wiki and various things I remember hearing on the forums):

    -Fury goes up when you attack, even if you miss (by how much?)
    -Fury goes up when you get attacked, even if the enemy misses (again, by how much?)
    -Fury goes down over time (at what rate?)
    -Fury provides a damage bonus scaling from 0% to 200%
    -Fury damage bonus applies to BASE damage, not enhanced damage

    Comparing Brutes to Scrappers:

    -Brute base damage scale is .75
    -Scrapper damage scale is 1.125
    -Assuming you slot for +100% damage in all powers (yes I'm simplifying), scrapper is now at 2.25
    -Crits for scrappers are 10% chance for double damage (pretty sure this is enhanced damage, not base, right?), so 2.25*110% = 2.475
    -So, dividing scrapper damage by brute, 2.475 / .75 = 3.3, that is, scrapper fully enhanced damage with crits is equal to 330% of brute base damage
    -Of that 330%, subtract 100% for base damage and another 100% for enhancements. That leaves brutes 130% behind the curve. So, by this reasoning, a brute with 130% damage bonus from fury is equivalent to a scrapper's damage output. Above 130% the brute is doing better, and below, he's doing worse than the scrapper.

    Does all of the above make sense? Did I misunderstand anything or make any mistakes? Is there anything else about fury I should know?
  23. IIRC Devs have responded to running on water before with the explanation that it would require a complete re-write of how water is handled.
  24. Finally found myself with a mastermind combo that sounded fun and I've actually managed to play it up to 14 (my highest mm ever). Having a blast now with flaming zombies.

    I was wondering, though, which power pools and travel power you might recommend for me. I'm playing mostly solo now, though I might team more when leveling slows down later on.

    Thoughts:
    -I don't need Medicine due to Thermal's heals
    -Group Fly/Teleport never sounded worth the hassle to me
    -Leadership necessitates Stamina, but that's okay. Manuevers or Assault? And tactics, of course
    -Fighting sounds totally useless for a MM
    -I've never tried the concealment or presence pools, never had room for them on other toons. Are they worth using for a MM?

    What do you think?
  25. So, having amazing fun with my first dom since the I15 changes (just came back to the game a couple weeks ago and discovered the dom revamp two days ago). Earth/Energy, level 10 so far and having a blast.

    With the character concept I'm going for, I'd really like to end up using Swift+Hover for mobility and fun flying around. To go along with that, I was thinking it seems pretty easy to build a /Energy to use only ranged attacks. I mean, yeah, bonesmasher is good damage, and I've heard people rave about Total Focus, but I like the idea of playing this all blasty and not having to move in and out of range.

    Here's what I'm thinking.
    From Earth, skip the aoe immob and aoe sleep and take
    Fossilize (ST hold)
    Stone Prison (ST immobilize)
    Quicksand
    Stalagmites (Questioning this, due to need to be on ground)
    Earthquake
    Volcanic Gasses
    Animate Stone

    From Energy, skip most/all of the melee attacks and take
    Power Bolt
    Power Push
    Power Blast
    Power Boost
    Power Burst
    and maybe one other power (Suggestions?)

    That leaves me with plenty of pool picks to get Swift/Health/Stamina, Hover/Fly, Hasten, and, say, Aid Self? Or would tough/weave be better? Any other ideas for my pool picks? And of course, Patron powers, but that's a long way off.

    So, what do you think?