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Quote:They've removed the Afraid component, but because of enemy AI and morale breaks things will still run away after a second. And because Scrapper Blazing Aura doesn't have a taunt they aren't as inclined to come back again.So, I've been gone since March of last year, and have been researching the forums for a while now.
I saw that they removed the fear from burn, but I am unsure if they removed it from all versions including scrappers?
If so, what would guys chose between a spines/fire scrapper, fire/fire scrapper, or a (yes i know this is a scrapper forum) ss/fire brute?
I want the most aoe dmg, for speeding through a 53-54 demon farm, or AE farm. Plus I'll be pl'ing buddies from time to time (which is why i said 53-54. If its just me and im farming drops in PI, ill be doing 0-8man.
Thanks for the advice!
Given that annoyance plus how well Fiery Embrace now works with Brutes I'd be more inclined towards a SS/Fire brute to be honest, unless you really want to play Spines.
The Brute will also have more Fire resistance I think thanks to the better Res cap (which might be relevant for the farm you mention) -
Quote:We got cartoons? When did this happen?I think he was referring to (If I recall correctly) animated tales were originally going to be part of I18, but then they decided to put them in with the Mutant Pack, so...technically released earlier, but now you gotta pay for it
They aren't re-runs of the campy 1960s "Statesman and chums" serials are they? -
Quote:Good thing the set is called "Pain Domination" then, and not just "Pain", isn't it?Heroic.
Mercenary.
Pain.
Domination.
One of those words doesn't really belong with the other three
Unless you want the heroic version to be called "I fix your boo-boos" or something of course? -
Quote:You look at a "You know you play CoX too much" thread and wait for Ravenswing to post about remembering the ones in the good ole days.You look at a 'You know you play CoX too much thread' and think "I remember when they used to be funny."
Seriously: When walking through the local mall on the upper floor, you see a shop on the floor below and have to stop yourself just hopping over the barrier because, well, falling damage doesn't hurt that much. -
Quote:Damn, I thought that was Team Fortress 3 (the movie, I swear! Please don't Mod me Mr 5)So I was poking around over at apple.com for new trailers, and I don't know if these are knew but I hadn't seen anyone link them here yet.
Green Lantern
And
TF3
Honestly I didn't even realize TF3 was going to be out this year. I know a lot of people didn't like the second one, but given that the writers strike messed up the script and all, I'm hoping the third one is better. Though to be honest I didn't think the second one was that bad.
Now I'm disappointed. -
Quote:Yep, Gremlins cannot take End Mod sets. Which is actually wrong considering most pets and henchies can slot "Issue 11" IOs if some of their powers can use those sets (Fly Trap for example can take Defense Debuff sets, as can Grave Knights and Enforcers and Phantasm can slot knockback sets). There are exceptions though, Warshade pets cannot slot knockback sets but they tend to be an aberration anyway.I can confirm that the Energy Manipulator proc does work*, I have one in Conductive Aura and one in Electric Fences. It doesn't trigger often, mind you, and ultimately I'll probably drop it in favor of slotting an actual enhancement (it was kind of handy in the earlier levels, though), but it does trigger.
*Um, I should qualify that: last time I checked, probably a few months ago. Hell, I guess can hop on and check right now.
EDIT: Yep, it works fine (er, that is to say, it works; "fine" may be an overstatement). But it's a moot point as far as the OP's question is concerned, since Gremlins won't take EndMod sets. -
Quote:But that's the beauty of Frankenslotting, you get things cheap while getting to 50 (and each slot only ever needs to be bought for once). Frankenslotting works better on the journey to 50, when slots are scarce and powers underslotted.First and foremost: Thank you for the numbers. I know what they mean, but I'm still not sure what to take from them. I can see the improvement, however, to say that much.
However, in response to the quote above, this is one of the spots where I usually get called colourful names and dismissed out of hand, but here it goes: I hate disorganised enhancements. One of the most satisfying feelings for me as I reach level 50 is looking at my enhancements screen top to bottom and just enjoying the neatness and order of it. Everything is level 50, everything is arranged in an orderly fashion (to the point I'll buy extra enhancements to rearrange order within powers) and everything is just... Perfect.
To consider playing a build that'll be all over the map, from 25 to 54 and Lord knows what else in-between and, worst of all, a build that never really feels "finished" is enough to sour me on the game. I know it's stupid, I know it's irrational, but when I can't have things JUST RIGHT in how I want them, I tend to lose my motivation to even bother. I can stomach playing a character who's a work in progress if I can at least foresee an end and some kind of completion somewhere along the line, but to take that as my ideal build? No. The performance gain isn't worth the discomfort.
Once you hit 50 you can conform to whatever crazy schema you desire/demand, the Frankenslotted IOs you've used to get there were cheap anyway and have fulfilled their purpose and still overall cost less than SOing every 5 levels. -
Quote:That's basically how I did it too.Thanks for the responses.
Here is a version 2.0 based on your collective feedback!
Let me know if you still have any other thoughts!
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Nec/Dark Take Two: Level 40 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Power Pool: Speed
Villain Profile:
Level 1: Zombie Horde -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), ToHitDeb(7)
Level 1: Twilight Grasp -- Acc(A), Acc(7), Heal(9), Heal(9), Heal(19), EndRdx(34)
Level 2: Tar Patch -- RechRdx(A), RechRdx(31), RechRdx(33)
Level 4: Darkest Night -- ToHitDeb(A), ToHitDeb(11), ToHitDeb(31)
Level 6: Enchant Undead -- EndRdx(A)
Level 8: Hover -- EndRdx(A)
Level 10: Howling Twilight -- RechRdx(A), RechRdx(11), RechRdx(17), Dsrnt(19)
Level 12: Grave Knight -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), DefDeb(17)
Level 14: Fly -- Flight(A)
Level 16: Shadow Fall -- EndRdx(A)
Level 18: Soul Extraction -- Acc(A), Dmg(23), RechRdx(23), RechRdx(36), RechRdx(40)
Level 20: Fearsome Stare -- Acc(A), RechRdx(25), RechRdx(25), RechRdx(33), ToHitDeb(33)
Level 22: Assault -- EndRdx(A)
Level 24: Tactics -- EndRdx(A), ToHit(37), ToHit(37), ToHit(37)
Level 26: Lich -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), DefDeb(31)
Level 28: Petrifying Gaze -- Acc(A), Acc(34), RechRdx(34)
Level 30: Provoke -- Acc(A)
Level 32: Dark Empowerment -- EndRdx(A)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Dark Servant -- Acc(A), Acc(39), ToHitDeb(39), ToHitDeb(39), RechRdx(40), RechRdx(40)
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Level 2: Stamina -- EndMod(A), EndMod(21), EndMod(21)
The only thing I would suggest is trying to snag some ToHit debuff/Recharge IOs for Fluffy (the dark servant). Using them instead of SOs lets you achieve max recharge and max ToHit debuff which is nice for Masterminds as you make him perma (and he is basically exactly the same pet as the Defender version so he does lots and lots of -ToHit and has the wide area version of Twilight Grasp). -
Quote:^This. I tend to use it more as a AOE mez & debuff as oppose to a Rez. If someone is dead they can stay dead until it recharges, or just use a wakie.I use like a debuff/control power with the effect to revive multiple targets.
Is a Auto hit AoE Stun,-Recgh,-Regen,Slow use it any time you see a bunch of enemies cluster together.
My MM is able to kill AV thx to this power. Also i'm able to stun a whole Mob with HT and Oppressing gloom.
The best time to use this power only like a rez is in a RWZ Mothership Raid.One time with got like 2 teams donw but they all die close to each other, I place myself in the center and hit HT, The joy of rebound a raid/team Wipe is by far the best thing you can ever do in this game.
I don't use it all the time, just whenever things are a bit dicey. If stuff is at the ToHit floor and quaking they don't need to be staggering about as well.
The Stun aspect only affects minions however, but there is also a Mag 3 Afraid which means Lieuts will tend to turn and run (slowly) because of it (which can be slightly annoying).
I always slot it with 3 recharge as soon as I can though, it's easily the most useful power that rezzes in the game thanks to the fact you can use it solo. -
Quote:This. Basically when levelling I frankenslot as I go. Typically attacks get 2 Acc/Dam and 2 Dam/Recharge, using Yellow set items (rather than the rare orange).What Balanced said. It provides better bonuses in fewer slots.
It is unbelievably helpful in just having extra slots to spread around.
For melee attacks Focused Smite and Touch of Death are my go-to IOs, because they are cheap. I typically try and buy oddly levelled ones (like level 29/31 ones) too as they tend to be less bidded for and you can often pay 10,000 per recipe (maybe less but I always go with 10k anyway). 3 of those are yellow, thus salvage is relatively cheap, 1 is orange.
For Targetted AOE damage Air Burst and Detonation are your best friend. My Fort has all four of her AOE attacks slotted with Acc/Dam and Dam/Recharge pairs of these.
It's cheap and easy to do, doesn't take long (typically I get one or two at the end/start of a play session when I'm selling stuff anyway) and for ATs like Dominators its a life saver in defeating Slot Crunch -
Technically Willpower was the first set to feature a Tier 9 which was totally unaffected by Recharge enhancements / bonuses
I'd be more looking for a Dark Assault set for Domis more. That's tricky too thanks to Soul Drain already being in the PPPs (although Warshades get multiple copies of Mire already) but by making the PBAOE a mash-up of Soul Drain and something like Dark Pit / Howling Twilight you could overcome that.
Soul Pit :
PBAOE, 15 foot
1.1 damage scalar,
60 second recharge,
50% chance of Mag 2 Stun for 8 seconds
50% chance of mag 3 afraid for 5 seconds
ToHit +0.9% for 30s
DMG(All Types) +3.4% for 30s [Ignores Enhancements & Buffs]
ToHit +4.25% for 30s Effect does not stack from same caster
DMG(All Types) +17% for 30s [Ignores Enhancements & Buffs] Effect does not stack from same caster
The chance to Stun and Fear are taken from Howling Twilight, and could still be excessive (might drop them to 30%)
The ToHit and Damage are half that of Soul Drain normally for Domis. Saturated you're talking about about a 33% damage buff for 30 seconds (might drop to 20 seconds in fact)
Make it the Tier 8 power. The downside is of course that the recharge of your PBAOE is 3 times longer than the norm for Domi PBAOEs. -
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Agree with Waylorn. Fearsome Stare is a must-take, at 20 if at all possible. Slot it with Acc, Recharge and ToHit debuff for stacking with your other -ToHit powers.
Agreed on Soul Extraction too, a Spirit is always better than a Zombie. I have it max-slotted out for recharge and then some Acc and Dam in there too (frankenslotting with cheap set IOs helps). My style of play is basically if Soul Extraction is ready then one zombie is running madly alone into the next spawn as Alpha absorber in order to die for a Spirit. -
Golden Girl Disease is a serious and tragic affliction. At least this is just Stage 1. If Peerless starts ending every post with winkies and starts seeing every moral question in terms of pure white and black we'll know its getting worse.
In the meantime I advise playing Red side a bit, that generally acts to counter mild cases of GGD. -
Quote:This is probably the actual reason. There were Spines Stalkers and Thorny Assault Domis when CoV released so Spines Brutes weren't really a priority and other things have been proliferated since so the devs haven't got around to it.I don't think there's any more to Brutes not having access to Spines than there was to Brutes not having access to Claws. They used to not get Claws, now they do. They used to not get Mace and Axe, now they do. It's just a matter of the devs can't just Proliferate every single Power Set that can be Proliferated at one time.
Spines may wind up doing a bit too much damage on Brutes, after all, Claws apparently did, because its damage was reduced slightly. But IIRC that wasn't due to a large amount of AoE damage, it was because Claws has an extremely fast attack rate. Quills is a constant AoE attack, but it doesn't generate Fury, and Spines' other attacks have fairly long animation times. So at worst I would expect it to get a slight adjustment like Claws got.
The more likely reason Brutes didn't even get Spines in the first place was that it was ported to Dominators as Thorny Assault. Since it is a pseudo-ranged Power Set to start with, it fits Doms better than "pure" meleers. For that reason, it may be low priority to be ported over to Tankers or Brutes. But I don't see any reason why, given enough time, it would be Proliferated eventually.
Balance isn't really a concern since one of the things the devs do when proliferating is rebalance some powers (although the need to do so may have been why it never made the list, combined with the fact at the last round Castle et all would have been eviscerated if they hadn't given the Brutes forum Claws) -
Quote:Given that Acid Mortar basically gives you a device which basically fires Acid Arrows (from Trick Arrow) really, really fast it's probably a reality that it is being counterbalanced by the fact it cannot move.I have an aversion for immobile pets, myself. I'd personally love to see both Acid Mortar and Triage Beacon be made mobile. The arguments that this means they'd have to lose performance assume that the powers are balanced by annoyance, which is a balancing metric I like to believe isn't actually being used.
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No Incinerate? No Fire Breath? No Shiver? I've found all of these very useful on my Domis (not an Ice/Fire but an Earth/Fire and an Ice/Psi and am Ice/Thorns).
Fire Breath is excellent on Domis, especially since you could couple it with Shiver. Yes Shiver is only some soft control / debuff but it's a good follow-up move (after an Ice Slick) and works nicely as a 1-2 with Embrace of Fire boosted Fire Breath (especially if you've also dumped Sleet on them). I'd certainly take Ice Storm over Hoarfrost too (I know Hoarfrost is nice but Ice Storm is nicer in my opinion, especially since things will be falling over on Ice Patch / Sleet and also incredibly slow moving thanks to Shiver & Arctic Air on top of that).
For my tastes there's too many pool powers and not enough from the Primary and Secondary (I'd also dump the single target immob, or at least put it off until much later if you want it for immobing AVs). -
Quote:There is also the problem of Soul Mastery from the PPPs already having crappier versions of 2 of the funkier powers which could go into Dark Assault (Soul Drain and Dark Consumption).Original post archived here: http://tomax.cohtitan.com/digest/ind...&post=13796039
Repost from here: http://boards.cityofheroes.com/showthread.php?p=3181111
Shame really, if we did get a Dark Assault with those two along with some of the gems from Dark Blast and Dark Melee I'd be all over a Fire/Dark domi.
I don't really care about Dark Control though, I couldn't see it being interesting enough to be much of a draw unless they thought of a few new powers with interesting mechanics. -
Quote:Rather than Ice/Ice, Ice/Thorns might be worth a look at. I've a baby one and they're rather enjoyable. The fact the Cone attack is much more melee orientated is very nice (one issue I had with Ice/Psi Assault was the average damage and the annoyance of having to reposition to use Psi Scream well).Ice/ is a good primary for a melee focused Dom, /Ice has some of the fastest activations of all Dom secondaries. The only problem you'll run into is the same problem that most blasters face. How to survive the Alpha.
Mace mastery for PFF and Concealment pool for phase shift are reasonable means to splash an Alpha, without giving up perma for a defense build.
Very late blooming though since two of your best attacks are the last two you'll get (same problem with Fire/Thorns).
Earth/Fire is always a beast, just a combination of the best AOE control and the best damage, not much synergy but there doesn't need to be.
Of the ones listed I'd go Earth/Fire, then Fire/Thorns then Elec/Psi (altisis is fun). -
And oddly longer bits of rope ARE more complex to make than shorter ones. I saw a programme about it during the week (based on Edwardian times, so around 1890ish or so).
The really long ones required guys on bikes and could only be made in one or two places where the run was long enough. -
Quote:Gaining them initially just needs you to have access to the Mission Arcs, so any Villain or Rogue qualify as you discovered.Hmm, coulda sworn there were. Thanks for that.
Also, unrelated to the comment, the rumors (and by rumors I mean 'things that i was told a thousand times in the 2 weeks i've been back') that you had to be full villain to do PPPs are very untrue, as I was able to complete and access them on a rogue. I'm still being told you have to be vill/rogue to add them in the future (like if you respec), but i am doubting that as well.
Having access to them is connected to having the associated badge so once you have them unlocked they stay unlocked even if you become a hero / Vigilante and then respec. -
Quote:There was banter from some Dev about customizable travel powers (electricity style Super Speed was the one mentioned I think) being looked at, so I'd hope Hover Board / other Custom Flight methods could be coming soon.Only if he told someone else what he figured out before he left. If he didn't, it falls to someone else to figure out the same thing, or another workable idea.
Mind you I've no citation or quote to link to so it could all be a figment of my demented little imagination as well. -
Triform is the way to go on a first-time WS in my opinion, it's just so much fun! (well after level 20 or so, before that it can be a bit of a slog).
From level 18 onwards you just sorta get a rain of lovely powers (until you hit the 40s, then it's more a case of picking up ones you couldn't fit in previously and which are nice but not amazing)
I think I'm going to have to make a Stateside Warshade next, I miss Warshading (mine is stuck EU side on an inactive account).