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Posts
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Joined
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Quote:What was the confidence level?Updated.
Code:Acc/Dmg 63 0.19504644 Acc/Dmg/End 69 0.213622291 Acc/Dmg/End/Rch 47 0.145510836 Dmg/Proc 44 0.13622291 Dmg/End/Rch 53 0.164086687 End/Rch 47 0.145510836
I do want to verify with Johnny Kilowatt that he got 12 acc/dmg/end drops, that's fairly remarkable. Just making sure that wasn't a typo. That's like me at the craps table, always managing to somehow hit the point right away (for those that don't know craps - that's not a good thing).
Alpha Six, the summer event lasts throughout July. You've had the best luck for the proc of anyone else in thread, so keep on blockbustering! -
When I look at Bio Armour / Titan Weapons it appears that the momentum and defensive adaptation options are on top of one another and I can't activate either.
Thanks for the great previews of the new sets ! -
Brooding characters and anthropomorphs are a pretty big part of the superhero/comic genre. I don't mind them at all.
Oh this was meant to be about not liking things? I don't like that you don't like it! -
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Your role is Support, and that is not perfectly analogous with "guarantee the survival of everyone regardless of playstyle, powersets or build".
You can help people only so much. The AVs hit hard and two lucky strikes against a defence based powerset and it's all over. -
-PRETTY PRETTY PLEASE- make the costume sounds fade. I want to play a Coralax and I bought the costume to find that the sound effects linger permanently with an annoying high pitch ringing sond. Please take that away!
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If defences are your concern I would consider the way you slot your PBAOEs and Ranged Damage sets.
This combination provides significant energy/negative energy defence:
3 cleaving blow / 3 eradication: 4.38% e/ne defence per PBAOE.
6 thunderstrike: 3.75% e/ne per ranged damage.
You will lose some recharge and s/l defence by doing this but given the diminishing returns I think it's worth it.
In other areas of your build:
Gaussian's, Obliteration and Touch of Death are not optimised for a typed defence set. They use positional defence and their typed benefits are quite marginal. Consider changing that. Good substitutes are Rectified Reticle (s/l defence), cleaving blow/eradication (e/ne defence) and kinetic combat (s/l defence).
Your health/endurance abilities are far overslotted. Energy Absorption provides enough management on its own so that you wouldn't even need Stamina back in 'ye olde days' and everything else is waste. Icy Bastion adds endurance recovery too (+5.3 end/sec in your build) and is up ~40% of the time. It is probably impossible for you to actually drain yourself of endurance - everything else is overslotted and a waste.
For Stalker's Guile I feel you have mismanaged the slotting in Assassin's Strike. The endurance reduction as mentioned above is not needed and you are losing smashing/lethal resistance. Further the converters are easy to acquire so I am surprised not to see this as a Superior set. Finally, if defence is high on your priority list, consider splitting the set into two - 3 superiors into two seperate powers gives 10% s/l defence which is nothing to scoff over.
On the mention of smashing/lethal resistance, I should note that Icy Bastion + Tough = capped resistances. If you choose to rejig your power selection and slotting - particularly around the endurance tools that you have taken - you'll find you have quite a number of extra slots to throw around for this. -
I think I did it at +?/x6, solo'd on my SS/FA brute. I don't recall it being troublesome but it's a heavily min/maxed character.
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If you're looking at the end game content then I'd suggest the best option is for layered defences. A set that absolutely excels at one type of thing (regeneration or defence for instance) tends to be a little weaker at the end because of the way that IOs work.
In very loose terms, it's fairly easy to build anything to a high amount of defence through IOs, but it is nigh impossible to get even a small improvement to resistance through IOs. For this reason the most survivable will be a set that begins with a good amount of resistance and you shore up the weaknesses with IOs.
Luckily every set is viable with IO investment. -
Quote:Incarnates aren't power creep? 54+5 final bosses? I consider the new ATO enhancements to be a case of power creep too, and depending on how far you look back the purples were quite significant in their own right.I'd agree that our game has less power creep than most, in no small part due to the conscious decision our Devs have made to avoid the level cap increase carrot-and-stick model that other MMOs such as WoW have been using.
On the other hand, their continued revamp and creation of lower level content makes me very happyI have an interest in the >50 content but have really enjoyed levelling my new stalker through the new low level stuff
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It's already up
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Quote:You mentioned the difficulties 'while you are levelling up'. That's a pretty normal thing for me too, as I always have a weak cobbled-together attack chain until some magical point in the build where it all comes together. I typically make a 'levelling' build and then a 'final' build and respec somewhere along the way so that I don't have to gouge my own eyeballs out at the horrible levelling experience.One of the things that sometimes troubles me as I level up characters is having a 'good' attack chain. By good I mean no gaps where you have nothing ready. However the recent Blasters threads and other game play on one of my Doms has forced me to re-think this issue.
Some very good sets have attack chains that seem a bit counter-intuitive to me. For example, my Ice/Ice Dom can get Flash Freeze (an AoE Sleep) by level 18. However most of her other AoEs like Sleet, Frostbite and Frost Breath all do damage that would break the Sleep. This seems to marginalize Flash Freeze to the point where it's a throw-away power. Yet I have trouble soloing mez-heavy mobs without it.
Other characters like my Dark/Dark Controller have similar problems. Heart of Darkness, Fade and Soul absorption are all PBAoE and Twilight's Grasp works best amidst the spawn, yet the big cones on Living Shadows and Fearsome Stare seem to indicate that I'd be better off at some range.
The issue with Doms and Blasters seems to be having almost too many attacks, not enough slots and a lot of juggling ranges and AoEs around. Some powers are better in brawling range while others in the same set are better ranged (like cones).
What are some other difficult (or perhaps 'challenging' is a better word) power set attack chains that you know of and how do you work with them?
As for why some attacks (and even some sets in the early progression) are just terrible? They just are. Sleeps are notorious for it. I don't know what else to say but if you really need one to be levelling then take it and respec out ASAP because the majority of them are bad.
I really think that a few well slotted attacks are worth a great deal more than a mish mash of effects that aren't heavily invested. I also find that at low levels most defences are weak and I would recomment just slotting attacks and respeccing later. This is even more the case when you find yourself using attacks that do very poor damage/endurance and you could exhaust yourself with little to show for it. Veteran attacks go a very long way towards making those early levels go by too. -
I simply can't agree that Psionic is 'Not Exotic' but you list Cold damage as Exotic.
2. strikingly unusual or strange in effect or appearance: an exotic hairstyle.
This is really where we get into semantics and qualitative judgements, so I understand if opinions vary.
I'd suggest that Psionic damage is exotic for the two major reasons:
1. That as a damage type it is not consistently mitigated by defence sets where as most other damage types are. It is treated unusually - most sets provide a respectable measure of protection to the major types - smashing, lethal, energy, negative energy, fire and cold. Some may provide this protection in differing forms and some thematically may vary in their degree. But on the whole, those types of damage are significantly mitigated by defence powersets. Psychic and toxic are treated very, very differently.
2. That amongst enemies their resistances are quite polarised - either with very high resistances (robots for example) or very low resistances (most of everything else). This is from the ancient (and perhaps outdated?) spreadsheet where Psychic damage had a surprisingly high 'average' rate of resistance due to a few enemies having extreme levels while many others had normal (0%) levels. I say average because it was not a weighted average so is not representative of this.
Conclusion (TL;DR): Psychic damage may be becoming more common, but it is still treated by both player and enemies very differently to the other types of damage. -
Quote:This is getting a bit off topic from the thread (and thanks btw for the pics it is appreciated!I can see that. Here's hoping they get the Plans for the No Fx to work. I want a Right arm only option for a 2nd Concept Char i got.
) but....
If they do a NoFX option it will be from the side of the player who has Nature and I imagine if you are playing the set you probably like the look. I think it's very 'busy' but they fade quite quickly away from the small amount of gameplay I've seen, so I like it.
On a side note, I wish there was a 'no FX' option so that other people's shields and buffs don't hide your appearance. -
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Thanks for the insights!
I think you are right that the toggles appear to be fairly endurance heavy but also they have a lot of abilities with long recharges. I wonder how 'active' the set feels when played?
*wants my Plant/Nature Controller already!* -
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Quote:You're right, that is going to be an unpopular opinion!Pretty sure this won't be a popular option, but I'm of a mind that some power sets should be retired for some ATs. Best example: you can be a Martial Arts/Super Reflexes Scrapper, or a Super Reflexes/Martial Arts Tanker, or a Martial Arts/Super Reflexes Stalker. It's possible to argue that Scrapper and Stalker are largely superfluous (have one AT that focuses on damage and another that focuses on defense) and thus at least part of the combo should be retired for one of the two damage-based ATs, or conversely that the combo makes more sense for Scrappers/Stalkers, but less sense for Tankers (really, a flippy, superfast, ninja brick?).
Some power set proliferation and duplication made sense when CoH and CoV were largely two different games, but now that the games are almost wholly integrated with one another, the duplication of power sets just seems like laziness in some ways. This could also help with the perception of certain ATs as sub-optimal -- part of the reason that Blasters are considered underpowered is that they have basically the same primary sets as Corruptors, but the Corruptor interacts with them in different ways which are considered more entertaining. Replacing some of the more damaging Corruptor power sets with less overtly powerful but more flavorful new power sets which better fit the Corruptor 'theme' should also help the perception of the Blaster AT.
Reducing the number of places where you see the same power set available on a different AT should make that powerset seem less 'old', since you're not seeing it every time you decide to roll up a new toon.
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Quote:I was rejigging it and right now I have 4 slots open to move around, it's still a work in progress.I'd like to see what your sacrificing in an /ICE build to reach icap on S/L/E.
Edit:
I've editted it to actually use all my slots. Whether or not I -actually- use a Gladiators 3% is still a big question hence it just went in there at the very end. If I do take it, it might end up with me moving a few more slots around.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Spines
Secondary Power Set: Ice Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(33)
Level 2: Spine Burst -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(19), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(25)
Level 4: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 6: Assassin's Impaler -- StalkersG-Acc/Dmg(A), StalkersG-Dmg/Rchg(7), StalkersG-Acc/Dmg/Rchg(7), StalkersG-Dmg/EndRdx/Rchg(9), StalkersG-Acc/Dmg/EndRdx/Rchg(9), StalkersG-Rchg/Hide%(11)
Level 8: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(45)
Level 10: Wet Ice -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Permafrost -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 24: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-EndRdx/Rchg(50)
Level 26: Ripper -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-Dmg/Rchg(33)
Level 28: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 35: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Icy Bastion -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RechRdx-I(43)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Super Speed -- Empty(A)
Level 49: Chilling Embrace -- EndRdx-I(A)
Level 1: Assassination
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
Level 50: Agility Core Paragon
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It's 57% I believe?
My baby /ice will be soft capped to that against smashing, lethal, energy and negative energy with 1 application of Energy Absorption (0 for s/l). -
I don't want to see it, there's enough clutter on the screen already from unwanted and overzealous visual effects.
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Quote:Assuming they do function the same way the effect is likely to be far less drastic.Does anyone know if this is also the case with Cloak of Fear or the disorient cloak from Dark Armor?
Chilling Embrace ticks twice a second.
Oppressive Gloom ticks once every 2 seconds.
Cloak of Fear ticks once every 5 seconds.
That should give a significant window to make an attack while still in stealth.