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Posts
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Joined
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I only have done 2 of my MM's so far.
I went Cardiac Radial for my Merc/Dark to offset all the toggles in heavy fights. I noticed a huge difference on AV/EB fights when I have DN, Shadowfall, Maneuvers, Assault, CJ, Acro and spamming TG for -regen. I now don't have to turn SS off halfway through the fight. Also, the +res gives my SF and Dark Embrace more resistance which is a good thing,
I went Nerve Radial on my Thugs/Pain as my heals are pretty much capped and 97% and the rech is high enough I can spam them whenever needed. Also WoP is perma and AC has a 8 second down time with 125% global rch and 6 slotted. I decided to focus on my pets, Enforcers specifically. Mine are slotted with 3x Nucleolus, 2x Cytoskeleton and an Achilles -res for 95% hit/dam and +40% def. Their Maneuvers went from 8.75 base to 12.25 with Cyto's and 14 with Nerve. This is a 1.75 Def increase per for 3.50 total.
Basically their total def with their Maneuvers, mine, 2x def IO's went from 38.5 to 42 which to me is a huge increase. -
Right now I am going with 2 uncommon on my Fire/Fire, Nerve Radial was done first to offset Kinetic Combats bad ACC without having to add slots and for solo soft capping. Cardiac Radial just because I have lots of shards and wanted to see if the +res made any difference
( not finished yet )
I decided to recpec first and drop 2 of my Knockback enh and slots and take Acrobatics, I also decided to keep 1 Zephyr as I was going to take SJ for Acrobatics anyway and thought that 13 protection would be better than 9 for AV's. I also took Conserve Power and Physical Perfection with 2 Numi's and a PS +end to help with recovery. Well I must say I have zero end issues with the new toggle and Nerve Radial slotted, It must be the combination of PP with a PS +end, +end Accolades, Numina and Miracle because my bar hardly moves even with a 1.33/s end usage. I rarely if ever need to use Consume let alone Conserve so I am happy as heck! I can hit now and it gave me almost a full 1 point def putting me from 43.8 s/l to 44.66 s/l and 43.2 melee to 44 melee.
( yes I use both s/l and melee as I have tried separate and both. I prefer both to mitigate the melee attacks not covered by s/l defense like energy/cold with no smashing component and toxic/psi with a melee component. I have done countless Carnie, Rikti and Arachnoid missions testing damage with and without and it makes a huge difference in damage. ) -
Can someone please give me a definitive answer about Rogue/Vig doing opposite content for components? I have gotten like 10 different answers in game.
If I am a Vig and do a LRSF will I get the option to choose the component reward at the end?
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I cannot see what IO sets I have on my Personal Info screen anymore. I also cannot see it when I right click > info others, This really sucks...
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Would a Spiritual Radial 33% healing affect the regen in Rise to the Challenge? or the +health in High Pain Tolerance or is it strictly just healing powers? If its just healing then I guess I might go Nerve Radial then.
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I am confused by this, the patch hasn't even applied to CoX yet. Its same as downloading a new MIDS and not installing it then having your old MIDS crash all the time. How can a downloaded un-applied file affect your game content now?
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Quote:/Pain also has resists and you dont have to target it 5 timesYeah for healing I'd go with Thermal over Pain Dom.
Not that there is anything wrong with Pain, it's just that the resists in Thermal give alot of breathing room when trying to react (Especially as a MM, as the lowest tier of minions usually die from being looked at oddly from a butterfly across the room... If you are using them as meatshields.). Word of Pain is 17% resist all, 7.5% ToHit and 12% Damage AoE that's perma with hasten and a few recharge.
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Quote:Agreed with Stone, Invuln and WP being top 3
Stone Armor - post 32 and Granite armor
Invuln (moderate IO bonuses and softcapped)
Shield, Willpower
Invuln (basic performance, no IO bonuses)
Ice (soft cap it defensively with IO bonuses and it moves up a notch)
Electric (with IO bonuses it may move up some)
Stone Armor pre 32
Dark (I know it gets godly with a lot of IO bonuses)
Fire (again with massive IO bonuses it gets good)
I would put fire and electric equal for durability and mitigation because of BU/FE +Burn and 13 second Healing Flames against the +8% Resist and 37 second Energize + 190% regen. They both need the exact same IO’s for Def caps and over 40 seconds Fire’s kill speed +HF = Elec’s +resist/regen. I would even lump Dark in there too if you average out their extra mitigation from low ACC Fear / OG and end usage plus targeted / opponents needed heal.
Maybe even add Ice and Shield in the same group, since with IO’s sets Fire/Elec/Dark can soft cap s/l just like them and still have 70 – 80% resist to add to it.
P.S. I have seen Ice and Shield tanks horribly fail on STF / LRSF and Fire, Elec and Dark breeze through it with out even a sweat. It’s the “total” package of resist/def/hp's and mitigation not just s/l def
As for the taunt auras , I agree 100% with your list. -
This is what I use on a second account for farming, sure I could cut the shields down to 4 and put LoTG all over the place but why bother if he does the job
With 34 s/l defense, 25 ranged and 1600 hp's he doesn't take a huge amount of damage. Also, the whole thing cost less that 600 mil, which is the price of 2 of those purples.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Lock-%Hold(A), Lock-Rchg/Hold(19), Lock-Acc/Hold(23), Lock-Acc/Rchg(23), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(46)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dam%(5), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(17), Enf'dOp-Acc/EndRdx(40)
Level 6: Recall Friend -- RechRdx-I(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Acc/Dmg/EndRdx(11), Erad-%Dam(15)
Level 10: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(19), RedFtn-EndRdx(43), RedFtn-Def(46), RedFtn-Def/EndRdx/Rchg(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod(40)
Level 24: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(31)
Level 26: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 28: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(29), RzDz-Acc/EndRdx(29), RzDz-Acc/Stun/Rchg(31), RzDz-Immob%(31), Rope-Acc/Rchg(50)
Level 30: Siphon Speed -- Acc-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Range-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 47: Earth's Embrace -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(50), Numna-Heal(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
The reason he has Stealth, GI and TP is I use him as a ferry for main account when I am playing both together. It's easier to run him to the end stealthed then TP my main in. It also make him even more usefull on TF/SF's as a ghoster. -
Why Immob in Fire Cages and not damage? Why purples in Hot Feet which has a a 1/s end usage? Fire Cages+ Hot feet are your bread and butter 1 - 2 with FS. You would be better off with 5 Posi and an Enfeebled Operation ACC/End in Fire Cages and 5 Multi Strike and a Eradication Proc in Hot Feet.
That would give you .....
Fire Cages
74 ACC
95 Dam
74 End Red
3 second Rech
41 damage with FS x 1 mob, 60 damage with FS x 10 mobs. With containment you are doing 120 damage per 4 seconds ( 3 rch , 1 cast ) to everything. and since its only 9 end to cast now you can spam it like crazy.
Hot Feet
74 ACC
92 DAm
92 End Reduc
Chance for 70 damage energy
21 damage per tick ( 2 seconds ) with FS x 1 mob, 35 damage per tick with FS x 10 mobs. With containment you are doing 70 damage per 2 seconds and with a chance to also do 70 damage with proc.
So basically with those 2 your are doing 260 damage + proc every 4 seconds to everything in a 20' radius.
Sure you could put 2 billion worth of purples in it but look what I did for less than 100 million. -
Level 26: Lich
- (A) Accuracy IO
- (27) Cloud Senses - Chance for Negative Energy Damage
- (27) Dark Watcher's Despair - To Hit Debuff/Endurance
- (29) Dark Watcher's Despair - To Hit Debuff
- (29) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge
I tried franken slotting with ACC, -ToHit and Fear then decided on this. Most of his powers (even his fear ) have -ToHit and this config gives me another 5% RCH to add to my global RCH. -
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Ok now that I have counted to 10 and went for a walk I feel better. I called their Customer Service number and politely asked to purchase the other 5 packs, with a few verification questions he flipped a switch that allowed me to purchase as much as I wanted. He said my account would revert back to the previous status after about an hour or so. So their online store policy still sucks , but their phone Customer service was very fast and painless
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Quote:107% recharge is not extreme, I actually consider that average. I went that for 4 reasons, perma Word of Pain, a 40 second Anquishing Cry, a 4 minute Hell on Earth/Gang War and a 1.4 second single and 2.8 second AOE heal recharge, all very very good powers to have up as fast as possible.
@Brakner
Ok im very confused as to what you did with the slotting...As in...VERY confused o.O
Ive never built a Demon MM but it seems like youre going for extreme amounts of recharge~ but...the only reason id think you would want that is for hell on earth (because hasten + 90ish% recharge on world of pain keeps it perma and anguishing cry will only have around 15 secs downtime or so)
Or maybe you would need it for pain bringer but then again painbringer on tank and you wont need soothe. Also with hasten, you can most likely get away with not slotting soothe as much and increasing share pains heal by 1 more enhancement.
No tactics is very weird as well o.O I think you should replace one of your leaderships with tactics.
Also, since you do seem to be trying to get recharge and defense from sets, you could have just gotten conduit of pain. You have no atttacks and the only thing that is affected by your accuracy is anguishing cry. Conduit is hasten on a much lower timer as long as you let someone die.
Overall Im very confused by the build o.o
I just threw that build together, I would never run Demons with Pain because the heals are redundant with Demons resists paired with 2 resist IO's and and the Ember Demons heals. As I said my /Pain is paired with thugs who dont have heals and have a very suicidal Arsonist, this is why I like near perma Painbringer and very fast recharge on heals. I think its a waste to pair /Pain with a primary that has its own heals like Demons, your better off with a debuff or buff set.
Tactics is not necessary unless you PvP, with the +10% Supremacy tohit, +7.5% tohit from Word of Pain and 47% ACC from Blood Mandate’s you have a 135.97% base to hit on even level minions. Even if what you are fighting is +1 ( +3 to tier 1 pets ) they would still have a modified 96.285 to hit.
http://wiki.cohtitan.com/wiki/Attack_Mechanics
Lastly all the points you pointed out were based on being a "healer" and not a MM with a healing "secondary", If they want to play a healer maybe its best to make a corrupter or emp? My secondaries are for my pets and keeping them alive.......I am playing a Mastermind and not a family nurse. -
I decided to upgrade my second account to all expansions and packs since I have several 50's on it now. I got the "you have reached your limit" message after GR and Origins pack purchase. Since I still need the other 5 packs does this mean I need to wait 24 hours to purchase 2 more at a time? You meen I need to wait 3 days to spend $50 on a game I have been playing for 6 years? They have had my credit card for 5 years, they should know its me since I am logged in the account and using the exact same card I purchaced the other 10 things with. (Thats what the code on the back is for.)
You know I am so angry right now I am one step away from canceling the whole order and not bothering. -
anyone notice the new auras are not available if you are wearing Crab armor? As soon as I switch to a costume slot without the VEAT standard armor the auras are avilable again.
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When I am in crab armor they are not on the list of auras of available auras, when I switch to another costume slot they become available but when I try to select them they wont apply. The new auras and capes work fine on all my other characters.
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Quote:um the smiley face and really silly generalizations should be your first clue, sarcasm much?Overgeneralize much? I min/max heavily, and every one of my characters has a carefully considered description that meshes with game canon and sometimes involves researching real-world history or mythology. They all have different costumes, often with a lot of time spent fiddling with their powers to make the costume and power colors complimentary.
Don't be such a dork. -
Quote:Its called min/max mentality. These are the types than have never done a Bio, call their toons the same name but with a 1 or 2 or 3 after it and use the same costume on everything but change the belt and bootsDoes pretty well for AOE, too, actually. Not sure why people have issues with the set, as it's pretty darn good to me. I'm enjoying my Dual Pistols Blaster quite a bit.
. God forbid it take me 1.7 second longer to kill 15 mobs.
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I would maybe go Ninja/FF? What is the Def of the tier 1 pet anyway? With deflection, dispersion bubble, Call to Arms 5% IO and Maneuvers you can add you can add another 38.5% defense to it. If they are 6% or higher you are soft capped.
Also take Aid Other to heal them if something manages to get through the defense -
Quote:Hear hear , on blue side we called this Scrapperlock(tm). The ability to completely ignore the team and always "go the other way".As someone who plays tanks frequently, what you describe can be an annoying tactic that ultimately draws out battles that could be ended much quicker. Here are some instances:
1) It's great that you can survive that other mob all by yourself. Your toon is obviously very powerful. However, those 12 baddies you took down would have gone down far quicker were they covered in your team's radiation goop cast on an anchor near the tank, or the PBAoE ally sonic debuff cast on the tank, or the fulcrum shift being cast by the kin. Those baddies also aren't catching any splash damage from the AoEs being sprayed by your blasters.
2) You don't have a taunt, therefore your ability to hold agro is inferior to the tank. You may be able to withstand the agro, but you are bound to have stragglers that take longer to track down and kill with your melee.
Here's how you adjust your strategy to maximize efficiency: Let the tank get agro. Go to your other mob and drag them into the main mob. Let them catch agro from the tank and then go off and get another mob. Feed the killing machine that is the tank-buff-debuff-damage machine. This way after the smoke clears, the room is nearly done and no one moved anywhere (except you), getting more use from stationary buffs and debuffs and keeping agro off the squishies.
You are playing like a soloer on a team. Either adjust your strategies to fit with the advantages of teaming, or simply solo. Brutes are great for that.
If we were in a room with one exit to the east they would somehow still magically appear on the farthest western most part of the map. -
Quote:Also, toe bombing with cloaking device then hitting Hail of Bullets right as the trip mine goes off, You get the 9% def to the 2 things that survived with a sliver of healthdp/dev works pretty well -- if nothing else, it's a good theme, and it works well. I tend to do things like toss trops, then sit there shooting people while they run ineffectually towards and away from me.
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Quote:Yours might not, mine doesThe flipside is that any big fight is serious. Your mitigation doesn't scale well, so it's a question of whether you can survive the next 15-20 seconds to hit another Healing Flames. It's not like Invuln with S/L mobs, or Elec with Sappers or Super Stunners. There's not many "pure fire" mobs, and they tend to resist your damage, and thus your mitigation, almost as well as you resist theirs.
44% s/l defense and 43% melee defense with 71% resist covers most large melee ranged fights. Like you said though, if something does get through a 13 second healing flames usually fixes it.
The one thing I really hate is Sappers , sure I can use Consume to get all my end back but if all my shields drop I am usually to stunned and held to click anything. I always take a row of Break Free's if I know I am facing anything that can drop my toggles.