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Posts
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Joined
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I use Web Envelope and it's lack of -kb doesn't make much of a difference with the burn patches. It has a wider radius than the Mu one and more useful side effects.
On to the difference between Bots and Thugs. The big difference is that Thugs have better ST damage with almost as much AoE potential, However Bots are more durable and their damage type is less resisted.
I think that the +Def from the enforcers and Protector bots is a wash. The bubbles are fire and forget with no worrying about LoS or being out of range of the Enforcer and they also effect the MM as well, while Maneuvers is stronger, affects all thugs (not just yours) and double stacks on the enforcers themselves. -
I went Ghost widow for OG and Soul Storm on my Necro/Therm. I wanted some extra control since /therm lacks any.
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The problem with Zombies when compared to Bots is that there is a large difference between defense and resistance when it applies to low health entities. This is very noticable on pets. bots have comparable resists to zombies, but they also have moderate to high defense and when this is coupled with the dark -to hits, or additional defense they become very durable. Another factor is that bots do all their attacks from range so they are out of range of PBAoE and stronger Melee attacks more often than melee pets.
However there are IO options and new tactics that can help to create less pet deaths. Most of them have been spelled out throughout this thread. double stacked Pet aura IOs go a long way this is more prevalant with /pain, /therm, and /dark to a lesser effect. The other good advice was keeping aggro on you with either debuffs or provoke. I will tell you that taking the alpha strike is the real key for zombies, because after that the Lich's controls and debuffs bring their survivability up.
On a slotting note, make sure to slot your Lich for -to hit debuff. I personally haven't found slotting him for hold or fear makes much of a difference, since all of his attacks have a -to hit it makes a nice difference. -
"My Hami has a first phase"........... Yea I know you!!!!
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I think a better choice from Ghost Widow would be Oppressive Gloom..... Great power and will stack with the bruiser's Hand Clap.
Overall I think that Mace Mastery is the best choice. The AoE immob is great as is the shield. Power Boost will enhance your heals, stun from the rezz, the -to hit and fear from fearsome stare and the hold. -
I was wondering if when procs go off do they work based on your lvl? Suppose I have the Achilles Heel proc go off against an enemy +2 to me. Does it debuff his resistance by 20% or is it scaled down because he is +2 to me?
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Code:Here is my current planned build. I don't know if it's capable of soloing AV's, but it has great single target dmg and the pets are very tough.
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Quote:zombies/therm is a great combo. the resists+the heals really go a long way to keeping your pets alive and the debuffs/controls from the lich fill in therms lack of controls and -acc. forge on 4-5 pets at a time is great.hmmm very interesting. I think I will play a thugs/dark and a zombie/thermal and see which one plays out.
I'm on my way to believing that /Therm may be the top secondary for necro/. -
I've run a couple bots and necro to 50 and they are both really good sets.
Bots are very self sufficient and work very well with all the secondaries, though poison is prolly the least synergy. /dark, /traps, and /TA have the best synergy with bots (i didn't include /FF since you already have one.
Necro is a very unique set and very different from bots. They recently went through a few IO set changes that has given them a lift in potential. The pets do a wide variety of dmg (dark, smash, lethal, toxic) and great debuffs/Control.
I have a necro/dark at 50 that is very powerful against tough single targets (EBs/AVs), but necro doesn't really leverage all that /dark has to offer. the debuffs and controls stack since you have most of the same, but the heal isn't very well suited to melee pets, and the resists that /dark offers only fills in the energy hole on the zombies and nothing else.
Necro/therm or Necro/Pain is a much better choice. the +resists combined with the heals make it much easier to keep your zombies alive, and the controls and debuffs from Necro/ fills in the holes that /therm and /pain lack.
I'm running a Necro/Therm right now that is pretty badass at 30, and still has a lot of growing to do.
My recommendations for Necro/ is to make sure you get all 4 pets aura IOs, the cloud senses proc in the lich, and the achilles heel proc in the grave knights. -
If I remember corrrectly its energy and Negative energy attacks that will light it, in addition ot the obvious fire attacks. One of the origin attacks(magic I believe) does energy dmg and will light it.
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And just as we were entering Lord Winter's Realm
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Super lame....... we finally got enough villains together to do a WL raid and it crashed while entering his realm
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Try Ice melee. It's a pretty good AoE set and Willpower is better against larger groups of enemies. The slows and controls should give your regen plenty of time to keep your green bar alive. Plus I don't think i've ever seen one so you won't be accused of making a FoTM X-D
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The genre in CoX is a very flexible one. Comics are one of the only mediums where you can mix almost every genre there is. whether is romans, robots, lizard men, superhero, mad scientist ect ect.... It's all an option. This is the essence that the Devs have embraced and through all the customization options make it possible to bring whatever you can dream to life (as long as it's humanoid :P).
Another great thing for me is that the door swings both ways. Not only have I been able to bring what I envision to life, but the options and builds available have led me to create characters I would have never thought of. -
One thing to consider is that if you are hunting for bosses (nemesis or PP). You can grab a mish with them in it and set it to x8/-1 and turn off bosses. The bosses will still spawn, but they con as louies.
For fakes there is a handful of mishes in the RWZ arcs that have unique spawns with 4-7 fakes. (this is mishes that are set to 8) -
Quote:The difference with the straight drop rate for Vanguard merits is that the higher classes drop more merits that the minions. 2 for louies and 3 for bosses/EBs. Where the Winter Horde bosses only drop 1 candy cane so the % is higher.Very provisional of course after less than a full evening, and all this data is from the Baby New Year mission.
Right now I'm seeing a drop rate from bosses of close to 60%, which I think is overly high.
Minions is sat around 11%
(I have only fought Lts when teamed and inside the Lord of Winter zone so can't develop that data in the same consistent manner)
It is clear that there is (with >95% confidence) a difference in the drop rate between foe classes within the Winter Horde rather than a straight percentage chance like Vangurd Merit drops from Rikti.
Solo set to enable bosses gives 9 Winter Lord Class foes each BBNY run. (4 before the cave, 1 in the cave, 4 spawn after the rescue).
The data I acquired tonight is consistent with my prior drop rates from the 'live test' but with better tracking at my end I noticed the boss/minion different drop rates.
That would be my guess for there being such a big difference. -
Quote:I don't really see how this would be an indicator that they were. Most people seem to want to use it to make room on their main server for new ones. It would be poor planning to make transfers free with an ulterior motive of preparing for a server merge and leave it up to chance that the players will move their toons to a higher population server.This is a nice gift from Paragon Studios.
AND IN NO WAY INDICATES THAT THE SERVERS ARE MERGING AND THE GAME IS SHUTTING DOWN.
Leave the paranoia on the grassy knoll, people.
I have to agree with people that it's a good bet they did it with GR in mind. 2 new powersets, side switching, and a new zone to start out in makes for a big influx of new toons. -
If you want more defense here are a few recommendations:
1. Consider slotting school of sharks with a full set of Enfeebled operation. I know it sucks that you loose the dmg but you will net an extra 4.5% melee defense.
2. Drop the patron pet for Maneuvers and 3 slot it with LotG.
3. drop the 6th slot out of serum and put it into fortification and 6 slot it with titanium coating.
4. 6 slot TT:Leadership with the Gaussian's set. Use the slots from the patron pet, the 2nd slot in Crab armor, and the 4th slot from health that has the Numina's Heal.
These changes will take your Melee def up to about 40% without giving up to much regen or recharge. Not sure how much the patron pet and damage slotting in the Immob will hurt your damage output, but I don't think it will be significant. -
I only added CJ+Weave because it's fairly common for a softcapped /SR. I didn't take the fighting pool on my widow.
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Melee Defense:
12% for CT: D
12% for Foresight
8% for TT:Man
4% for CJ
8% for Weave
4% from suppressed Masked Presence
Same for Ranged/AoE -12% (CT: D) -
Quote:I don't think you have ever softcapped a NW if you think a /SR is far easier to softcap. Not even counting Mind Link they can softcap pretty easily. Widow get better modifiers for power pools so you get better numbers out of CJ/Weave/Man, they don't have to dip into the fighting pool to use the steadfast unique either.SR is far easier to softcap. NWś 200+ chains devours endurance.
If you take all the sources from the 2 sets and add in 3 slotted CJ and weave you get:
/SR gets 40% to all positions
Widows gets 48% to melee and 36 to Rng/Aoe (with well over the cap to all positions when ML is up)
So with a /SR the steadfast unique and a set of Gaussian's will softcap ya, and a Widow will cap with the Steadfast unique and 2 sets of Zephyr.
In my book that is hardly far easier. -
It's been in since i16, and it's not breaking the cottage rule since energize still has the same effect as conserve power only with a different recharge and added effects. It's still an end conservation power, only now it has a heal and +regen added. Now if they had moved it up the tree to be available earlier then that would be breaking the cottage rule
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Quote:As I understand it he's not based on a % chance to spawn. He spawns after a certain number of winter horde have been defeated from the naughty present spawns. It's believed to be between 300 and 500. This is on a running zone tally, so if you have 2 full teams split up hitting presents in a low zone they can spawn him pretty quickly.I don't foresee the Lord Winter event being used for merit farming, or really of that much lasting interest after a few teams run it to get the badge on their mains. The event that was tested involved a boss monster with more HP than Reichman. Certain powersets (several rads) will be needed to actually finish this within the time given, and the rewards are just not that great.
Any merit farming that gets done will involve summoning the Winter Lord, and that's 2-merit, standard giant monster territory. He has a fairly small chance of spawning, and won't even be as common as the Halloween GMs.
I think there will be farms for the event. Not because it's worth 8 merits (not to shabby), but because it's also worth 20 candy canes (and whatever random ones you can get). -
That's great to know. thanks for all the help Uber.
Guess now i'll have to find a 3rd one to put in Darkest night. -
I just checked CoD and you are absolutely right. the -tohit isn't autohit O.o???
Now why would a set that has a acc check not accept the accurate set??