Brynstar

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  1. Are you sure about Smoke grenade? Mids shows it as being auto-hit in PvE like smoke and flash arrow. I've never noticed it to miss.
  2. Brynstar

    I17 and GR

    Quote:
    Originally Posted by Lightfoot View Post
    I don't know about that. 20 levels of Resistance content. 20 levels of Misguided Sheep content (sorry, Loyalist content). Plus whatever story arcs, badges and other rewards that come with side switching, with unique side switching content for Villains to become Rogues, and finally Heroes, and Heroes to become Vigilantes, and finally Villains. It may wind up being roughly the same amount of content as Villain launch.

    I'd like to see the Praetoria content expanded beyond level 20 on a gradual basis, which would increase the value, over time, of owning the Going Rogue Expansion.
    From what my cousin gathered at Herocon, Preatoria isn't just 20 lvls of content. The way it was put is that if you start in Preatoria, at lvl 20 you have to move to the Paragon city or Rogue Isles (depending on what path you choose). That's not to say that there isn't post 20 content in Preatoria, you just do it as a hero or villain not resistance or loyalist.
  3. It's kinda strange because other autohit to-hit debuffs don't take the accurate sets. Rad Infection, Hurricane, smoke, and earthquake don't, but Flash arrow does???

    I wonder if the devs did this on purpose or it's just an oversight? Maybe they do this because it will give those powers more balanced IO options.
  4. How does the dmg proc from Cloud Senses work when slotted into the Lich or Dark Servant? Will it proc on any power with -tohit or is it only the -tohit powers that have an acc check? The reason I ask is because I notice that is can be slotted into Darkest Night which is autohit.

    Will it proc in DN (bug maybe) and the dmg aura that the servant has (chill of the night)??
  5. The servant has 2 powers that deal damage, TT and Chill of the night. However both powers do terrible dmg and the Servant can't be slotted for damage anyway. Like I mentioned in my earlier post you can slot the Cloud Senses proc in him for lots of tasty AoE goodness.
  6. It really depends upon your secondary. If you are /dark I would franken slot him for acc/dmg/end and to hit debuff and put the cloud senses proc in the last slot.

    If you have a secondary with little control like /therm or /pain I might consider slotting him for some hold or fear.

    Overall on any build I would slot for to-hit debuff. All of his powers (except the hold) have a -to hit at significant levels.

    On a side note I just slotted the cloud senses proc in both my lich and my dark servant, with great effect. Between the 2 of them i've noticed a great increase in my AoE damage.
  7. Wow I don't even know where to start.

    1) You really really need some end reduction is some major powers. Darkest Night doesn't need any rech, put at least 2 end reducers in there. Shadowfall needs at least 1 if not 2. Your patron shield as well.

    2) Quite a few of your powers are overslotted or reduntant. Forget the patron hold. You have plenty of tools to deal with bosses. you don't need 3 slots in heal. You have a heal why do you need regen?? drop the slots from flight. a single SO puts you close to the flight cap and end redux is pointless.

    3) Change your patron pool. For Bots/Dark the top 2 are Mu and Mace mastery. Mace has a shield that stacks with the def from your Bots/Shadowfall, and power boost is great with /dark. Mu has the -KB aoe immob, but be warned is has a very small AoE area. I personally like Mace better on my bots/dark.

    4) Don't slot your servant for heals, he isn't a very reliable healer and you have your own and the protector bots do as well. replace those slots with rech.

    Those are some places to start.
  8. Brynstar

    MM proc question

    I think you would get more use out of the explosive strike proc. It has a 20% chance for dmg in almost every one of his attacks.

    In the bruiser that is.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Cold only has more -Res while Heat Loss is up, whereas Rad has +Dmg through AM so overall I'd consider the two to be about the same on that front (people tend to faff around for long enough before the AV that AM has time to recharge). I agree that mitigation is better for Cold, but how useful that is depends a lot on your team makeup. If you've already got someone who can tank the AV or you've got a FF on the team then you don't need the mitigation.

    Cold/Ice might be a bit better for the AV (although personally I'd rate them about the same), but in general Rad/Rad will make the rest of the TF go faster.

    Finally as a note, I don't really pay attention to a Defenders Secondary when building teams. I expect them to have one and I expect them to use the attacks but for the most part their Primary has a larger impact on the overall team capability than their Secondary.
    the +dmg from AM isn't nearly as effective as the -res from heat loss. if you have an attack that does 100 base dmg and another 100 from enhancements for 200 dmg total, AM will make the attack do 25 extra dmg while Heat loss will make it do 60 extra dmg. More than double. Not to mention that the extra -res makes colds already larger -dmg even more effective.
  10. Another slotting considertion for Blizzard is to-hit debuffs. It has a base of -20% which is pretty high.
  11. Problem with Empathy is that with the introduction of IOs much of what it can give became redundant or not all that noticable. Extra recovery, +def, and +rech buffs aren't that needed on high end IO builds. Where debuffs are a force multiplier and aren't really ever redundant.

    Empathy is never really a bad set but there are many cases where a rad, dark or cold can provide the extra mitigation your team needs, but at the same time increases team kill speed or weakens AVs.

    In the high game when all the ATs have their personal mitigation tools (epic shields or control) you don't need a buff/debuff set to provide a large amount of extra survivabilty. The sets that offer some mitigation and debuffs to boots become a better option. I would even go so far as to say that a therm is more useful in the high game than an Emp. The +res and heals will provide enough extra mitigation while Melt armor and forge will increase kill speed and heat exhaustion will help overcome AVs.
  12. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Of your 50s the Rad/Rad would be my preference on all of those, nothing makes a tough enemy melt like a Rad and it has decent mitigation to boot. I might ask for the FF/Elec if I had a defender/blaster heavy team. Empathy is not a great set for most TFs, it's ok but it's niche is low levels where healing is better than buffs (say <25) or on small teams (4-5 members) where you can keep Fortitude on most of the team.

    I can't really comment on the Sonic/Sonic. They're very rare so I've never really gotten a fair assessment of how they work on a team. They've got mitigation and -Res though so it should help.

    Cold/Ice I'd consider superior to the FF/Elec. The overall defense isn't quite as good, but for the most part it'll be good enough and unlike FF it has some -Def and -Res for help with the AVs.
    Cold/ice is a better AV killer than Rad/Rad could hope to be. Cold has more -res and more -dmg and comparable -regen while Ice has much better ST dmg along with descent AoE.
  13. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    If I remember correctly Cole kills him after they get the power of the incarnate in the Praetorian universe.
    My buddy was telling me that at Herocon the devs stated that Arachnos doesn't exist in Preatorian earth. Not just Recluse but the organization as well.
  14. Brynstar

    Is this a bug?

    Working as intended. When you use build up on any of the weapons set you draw the weapon if it is not out already. Build up comes from the Bane pool and since Huntsman isn't a designed path there is no reason it wouldn't draw it.
  15. If I remember correctly I think a real popular choice for /dark is to slot the Theft of Essence +end proc into Dark Regen and you have a 20% for +10 end per target. That combined with your current plan should make PP skippable.
  16. Quote:
    Originally Posted by Catwhoorg View Post
    7.5% melee ranged and AOE per bot.
    It's def to all. Positions and types.
  17. I wonder if there even is an Arachnos in Preatoria? We know there isn't a Lord Recluse, but he didn't start Arachnos, so maybe a different incarnation of the organization exists there.
  18. Oh but I have to agree with Talen that a damage aura is a bad idea for widows. Damage auras on a stealth class with Crits is counter-productive.
  19. Quote:
    Originally Posted by Talen_Lee View Post
    • Powers aren't taken away from archetypes that are live. It hasn't happened in living memory.
    • Powers aren't swapped between archetypes that are live. It hasn't happened in living memory.
    • Banes are not conceptually super-dodgy.
    • A level 38 power that's not regularly up is of little assistance to an archetype with problems.
    • Widows only have Elude because there are SO-built widows out there.
    • If Widows get a damage aura, you might as well give them Recovery Aura, because that's about all they'll have left that they lack.
    • Who are you people and where is my horse?
    Then just add it to the existing pools (they did it with patron/epic pools), or in the case of Whirling Mace make it an exclusive power that if you take it, the ranged AoEs or only 1 is locked out. Similar to how widows can't get follow up and build up.

    It's not as though the Veat pools are set up against other pools to balance against.

    Though I don't think Elude is good for Banes. Make the +hp enhanced by slotting and give them better Melee Def.
  20. I would consider dropping Mental Blast for Gloom. I find it much better than MB.
  21. Quote:
    Originally Posted by Zamuel View Post
    This here would be an excellent way to solve the problem since it would be more PUG friendly and easier to notice in all the confusion.



    It could be just my views as a much newer player, but it would seem like these "brand new" mission types would be designed to keep vets because they are a little different than what's already been in the game. Granted, it's a fine line to tread between newer ideas and "that's not my COX!". However, I think the effort should be made, it's just that the kinks need to be worked out.
    I have to agree!! I like that idea of the small raids that only need maybe 2 teams or one really good team. It's faster than a TF (at average speed not the 25 mins ITFs). Good Mid-ranged reward tasks are just what CoX needs. I personally wish they would re-do some of the current zone GM encounters into mini-raids that made it worth doing. I think people would go after Lusca if it was a mini-raid that was worth more than just 2 merits and a badge.

    I think that these 2 events (halloween and Winter) are tests for similar events we will see in the future (GR).
  22. Quote:
    Originally Posted by Soulwind View Post
    I'm just curious how you managed a 48% Ranged and a 61% S/L defense on a mastermind...

    Actually I'm curious how you hit 61% typed defense period. Not even my Ice Tank hit those numbers.

    In all seriousness it's not that hard for a bots/traps to get to 61%:

    Force Field Generator= 15.8%
    Scorpion Shield= 21.4%
    Protector Bot shield= 12%
    2 full sets of enfeebled operation= 8% (one in webnade and one in web envelope)

    That's 57.2% right there. CJ and Maneuvers will take ya to 62 easily.
  23. And it's bots/

    Now that is all.
  24. Shield defense does not have a huge psi hole. Most psi powers possess a positional component that /shield defends against. Even though most of the powers that don't have a positional component are psi powers, it's still only a handful and not often encountered.

    Also /Shield with HOs and some descent recharge can almost reach the defense debuff resistance cap.
  25. Quote:
    Originally Posted by Werner View Post
    As others have indicated, do what you can to hit the magic 45% defense for PvE. I'll post a build template that does it with a single IO. Not saying to do it that way, but it's one way. Using IO sets and dropping Maneuvers is a better way.

    I also think it's important to slot and use Tough, and to pick up as many hit points as you can, such as getting the accolades. To the extent possible, you want to turn your one-trick pony into something that can survive the hits. Aid Self may also be useful in that regard, but isn't strictly necessary - BillZ doesn't use it, and he's posted what he can do with his.

    (Edit: Oh, and here is a link to attack mechanics. But the very simple version is that almost all PvE enemies you regularly face will have a 50% chance to hit. You subtract your defense from that, and the minimum chance to hit is 5%. Therefore, the maximum USEFUL defense most of the time in PvE is 45%. There ARE a fair number of defense debuffs, but a well-slotted SR all but ignores those. And there are occasional enemies with higher to-hit, but they seem very rare outside of Architect Entertainment.)

    (Edit: Also note that there's almost no such thing as close enough to 45%. What about 40%? You're getting hit twice as often. 44%? Getting hit 20% more often. On a super Reflexes in PvE, it's almost "soft cap or go home", at least when you crank up the end game difficulty.)

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    That 20% more may sound like a lot but because you get hit so seldom it really isn't much of a difference.

    If you get hit 5 times out of 100 attacks adding 20% is only 6 out of 100. That's pretty negligable.