Centurion_A

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  1. Thanks. I think I am going to try it. I am having survivability problems against Arachnos on +1 x8 on my claws/elec brute.

    I need to change something.
  2. So it seems like this is the credited epic pool for resistance sets. I can cause a -21% to hit debuff on an area.

    Even AVs will suffer -5% which is great.

    This is all theory. Before I respec out of Mu to Soul: thoughts?
  3. I have a lvl 50 AR/Energy and a lvl 17 BR/Rad.

    The AR/Energy is an aoe machine and is a ton of fun. It can slaughter groups very quickly. Boost Range+Build Up = cones of death.

    However, this BR/Rad build is looking to have a ton of potential. Its recharge is very high, it debuffs the pewp out of everything and energy damage is resisted much less than lethal. I also think it will solo better due to its ability to melt elite bosses and probably Avs as well.

    Further: I am betting BR/Rad is quite good in pvp. radiaton infection and enerverating field cannot be dodged and you can floor someone's to-hit. And, again, energy is less commonly resisted.

    Ar/Energy is a sweet combo and I love it... but I am betting that a fully IO'd out BR/Rad is more effective. I will post here as testing continues...
  4. Correction: Cryo for the cone attack. Perfect for AR blasters that are already moving around to position cones and possibly for Beam blasters, although I have not tried one yet.
  5. Quote:
    Originally Posted by shaggy5 View Post
    This is clearly just my opinion, but I feel when I am making a defender, it doesn't really matter what I choose for a secondary. It seems like the choice will not make or break my toon. My primary is the reason I exist as a defender and any damage I add is purely icing on the cake.

    I actually feel the same about *most* blaster secondaries. I do see how the flavor of them is a bit different and can impact some, but FOR ME, the choice doesn't matter much. I won't have much issues liking the primary regardless of my secondary choice. I have some blasters (fire/fire, for example) that I use literally ZERO powers from my secondary.

    Am I the only one?
    Oh, friend. You are making a major mistake here. The secondary is huge for blasters.

    For example:

    AR/Energy. Energy turns AR into a monster with boost range and build up alone. Throw in power boost for the defense bonus, and even better, conserve power for obvious reasons and energy really makes AR shine. Seriously. Boost Range on 3 cone powers is tons of fun.

    Example 2:

    Dual Pistols/MM. Dual pistols is an in your face set. MM is perfect for it with additional AOE, a build up type power and, best of all, sweet sweet drain Psyche. Really makes DP awesome.

    We have not even begun to discuss the secondary powers I take to get set bonuses (example: world of confusion for the purople set).

    In short: friend, I think you are missing out.
  6. So, I don't think elec is the best pairing, but here is one thought on it:
    leverage the elec PBAoE stun with beanbag to chain stun bosses and provide crowd control.

    The build gets you to 32% ranged defense which is ok but not great so you will need an inspiration on tough fights.

    I really like LRM but can't find the slots to make it awesome. You will find that you will be chain using the other AOEs already.

    By the way, /energy gives you boost range which can be made perma very easily, at which point you effectively have a whole bunch of long range AOE. Just saying...

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  7. Man I love AR. Most fun set in the game.

    So the trick with AR is your cones. It is an AOE set. Use it. To do so, at minimum you need ranged defense. Here is HK-Alpha, my AR/Energy. Should give you some ideas on where to find ranged defense. I will modify for your electric and munitions requirements. and post shortly. One problem is that elec focuses on melee with lighting field and some melee attacks which is not very good with AR.

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  8. So maybe the answer is to use power boost as a supplement to get you from 41% ranged to 45% ranged when you need it along with softcapped AOE and smash/lethal (for melee).

    15 seconds is quite a bit of time when you have Full Auto, Flame Thrower, Buckshot and M30 Grenade Launcher. Will test on Friday. I actually have a GA+3% def. lying around. I meant to put it on my Brute, but the AR blaster is my favorite character, my badge hunter and I think this will be fun.

    Here is the new plan.


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  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    Perma Power Boost isn't possible to my knowledge, but even if it was you'd be losing a lot of animation time just reactivating it every 15 seconds.

    Mids does not consistently reflect which powers can be PBed vs not. In every case where you can slot Resistance in a power you cannot PB, I think though. It does not work with Frozen Armor because you can slot Resistance in it. It does work with Force Fields because despite the Toxic Resistance component, you cannot actually slot Resistance.
    Ah. Fair enough.
  10. Quote:
    Originally Posted by Dr Harmony View Post
    It only boosts powers that don't give a resistance bonus too.

    So Scorpion Shield, for example, doesn't receive the boost because it gives some Toxic Resistance. Ice Shield grants some resistance to fire and cold, so it doesnt get boosted.

    It will basically boost the bonuses you get from Manouvers, Combat Jumping, Weave and Hover, and so can add a potential 10% increase at most, probably a bit less?
    Really? Because MIDS seems to beg to differ. It looks like it can separate out effects. So, for example, Hoarfrost's heal is boosted but the max HP bonus is not.

    Also, in MIDS, Ice Shield is enhanced.
  11. Quote:
    Originally Posted by plainguy View Post
    Wait, before you jump to make that respec

    Power Boost buff only last a few seconds for defense buffs. I think its like 7 or 10 seconds.

    But what I am confused is your AR EM and your having issues getting range capped. I think you should be able to get Range capped and have hover and Aid self on the build. Further why would you care to be typed capped if your positional capped ? The game takes your best numbers when determining defenses.
    Oh I have no issues with being ranged cap... it's just with power boost it looks like I can soft cap EVERYTHING and free up a ton of slots.

    In MIDS, Power Boost has a duration of 15 seconds. Does that mean that it will boost all of my defense powers for 15 seconds?

    If so, I can just rely on that, no?

    Idea would be to hit 38% ranged defense without it.

    For 15 seconds I get fairly dramatic Def boost allowing me to avoid the enemy Alpha while I kill them.

    Theoretically, if I could achieve perma Power Boost, shouldn't I always have the boosted defense values?

    Is this not how it works? Please explain.

    EDIT: to answer above... by getting over 40% on smash/lethal you are effectively soft capping melee. Might as well do that with the Ice Armor Ancillary power.

    Right now I fly around with soft capped range defense and 40% or so smash/lethal... but with power boost I can free up a ton of slots.

    EDIT2: Aha! "IIRC, it'll boost the effects of all click powers for the duration of the click, while toggles only get boosted for the duration of PB." http://boards.cityofheroes.com/showthread.php?t=222773

    So, look friends: PB is up for 15 seconds softcapping me. I can get the recharge down to 28 seconds before incarnate powers and 21 seconds with incarnate powers. That seems pretty dang safe to me especially when I throw in Hoarfrost (heals for 81% of health with PB, by the way) and Hibernate.

    I mean, seems pretty dang good.

    And for the less than half of the time I don't have PB up I still have 38.3% ranged defense.

    AND if I get in real trouble --> AFTERBURNER which just by itself soft caps everything. I can't fight, but I can fly to safety.

    Here is the proposed new build (note that I have put my various accolades and incarnate powers... they are currently turned off in MIDS). I am happy with the old performance, but I really think I can take this dude to the next level with this plan. Also, I am using flash freeze as a purple mule.

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  12. Well, holy pewp! How does that not make Energy the hands down best blaster secondary? What an awesome power!

    Well.. for AR, anyway.

    So that means that 15 out of 24 seconds I can soft cap Ranged, smash/lethal, and get 40% for AOE. 66% of the time at soft cap. Pretty sweet.

    I can drop barrier and take Rebirth regen incarnate power.

    Respeccing HK-Alpha this Friday.
  13. That is what mids is telling me! Is this true, because if so, I will turn my Ar/Energy blaster into a tank-mage of doom.
  14. Centurion_A

    GA +3% for sale

    Quote:
    Originally Posted by Microcosm View Post
    says you can't receive pm's. My ingame global is @Ictheon and I'm on right now. If you get this, just glemail me the inf and I'll send it to you (just crafted it)

    edit: that's an i in Ictheon
    My global is @hk-alpha. Just sent email in game to confirm you are on. I will send 1 billion. you send the enhancer, I will send the further 1.5 bil.
  15. Centurion_A

    GA +3% for sale

    Interested. Sent PM. I am available today and then am traveling for through Thursday. So I would like to close the deal immediately
  16. Centurion_A

    Fire Melee/WP

    Quote:
    Originally Posted by mauk2 View Post
    Oh, just a note:

    The damage Mids reports for fireball is wrong, too high.

    Just be aware.
    No poop? Well darn. Do you know by roughly what percentage it is too high?
  17. Quote:
    Originally Posted by mauk2 View Post
    This is likely the sweet spot, in my experience.

    Oh, except replace fire breath with fire sword circle.
    Yeah. sorry. Meant fire sword circle... but I think fire breath is still good: you can leap in and out of the mobs to use it.
  18. Centurion_A

    Fire Melee/WP

    Quote:
    Originally Posted by mauk2 View Post
    Scrappers have STYLE.

    All brutes have is smash. Play the scrapper to 40, decide on a pool then. Oh, fire breath is a dog, most everything else is ok.
    So drop fire breath, eh?

    Also, do scrappers have to go rogue to pick up the patron pools?

    Another thought: the Brute patron pull gets electric fences as another AOE to help replace fire breath... I like that. Also the regen of WP works better with a brute.

    EDIT: so scrappers do not get electric fences. As a result, the extra AOE attack comes down to ball lighting or fireball. Leaning towards fireball on this one...

    Also, on a brute, seems like electric fences+ball lighting is roughly the same damage as fireball.
  19. Centurion_A

    Fire Melee/WP

    Quote:
    Originally Posted by mauk2 View Post
    I wanted a tough scrapper, so I went for physical perfection for the extra regen.

    Plus, fire does plenty of damage, I find that more than 5 or 6 attacks are wasted. Since I hate respecs, most of my builds are what I level, thus I like the lowby attacks.

    If I was seriously after damage, I'd get the Mu pool for all aoe, st is more than fine.

    And honestly, a fire/wp/soul brute is better if you can stand the fury mechanism. I'm about to try one myself, see if I can stand it this time.
    Ah! Also because the brute has more hit points to regen off of! Nice.

    The fury mechanism is fun, I guess, but will be worthless in high level groups where everything is killed instantly. Seems like...
  20. Centurion_A

    Fire Melee/WP

    Quote:
    Originally Posted by mauk2 View Post
    I have a fully incarnated and well IO'd fire/wp/body scrapper.


    I highly recommend the combo, but you do not need shadow meld to be tough, willpower is plenty.
    HOT! Nice! Ok, so why body over blaze? Seems like with will power I will have plenty of endurance. Why did you go with body?

    On the 2nd build, I am recovering 2.6 end/sec, which seems like plenty.

    Fire ball and fire blast just seem so fantastic when slotted.
  21. I think Fire Melee/Shield Defense/Blaze would be the best.

    Build up, Fire breath, Shield Charge, Greater Fire Sword, Fire Ball

    Should be everyone is dead very quickly.

    Draw back: your defenses have no heal... but as an AE farmer you can rely on inspirations I suppose.
  22. Centurion_A

    Fire Melee/WP

    Well kids, I still need some input. This guy is built and running around at level 2. Before I invest a bunch of time in this, it would be handy to get some opinions. I am not powerleveling him and my play time is limited, so I need to make sure I am headed down the right path.

    Here is a new take: forget shadow meld and go for fire blast (for the rapid and solid ST damage) and fire ball (for the AOE).

    So:
    Single target would be Fire Blast - Greater Fire Sword - Fire blast - Incinerate - Fire blast - Greater Fire sword etc...

    What do you people think? Am I maximizing my WP slotting? Are my defenses on these builds good enough? Can I get away with the all fire build? Seems like damage output would be awesome.

    Which build of the two above is optimal?

    Are there better options?

    Here is a new proposed build:

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  23. Centurion_A

    Fire Melee/WP

    So I have never played with either of these sets and want to try them out. I also want to make use of Shadow Meld.

    The idea, here, is to use Shadow Meld to make the build nigh-on unkillable. Fire it off right before diving into mobs and then again when I need some breathing room to regen. Only 12 seconds of downtime between uses and it way surpasses the softcap.

    I am also hoping that with high enough recharge, Fire Breath and Fire Sword Circle will be enough AOE.
    Fire breath: 4 second recharge (2.6 sec cast)
    Fire Sword Circle: 6 second recharge (2.5 sec cast)

    So... Build up, Shadow Meld, Fire breath, Leap in, Fire Sword Circle, Leap out, Fire Breath, Leap in, Fire Sword Circle, etc...

    Finally, I plan on heavily using Dark Blast as it puts out quite a bit of damage most baddies don't resist at a fast rate. Also, to-hit debuff.

    Some stat comparisons (damage ; cast time ; recharge):
    Cremate: 264 (fire) ; 1.5 sec ; 2.8 sec
    Dark Blast: 281 (negative) ; 1 sec ; 1.8 sec
    Incinerate: 352 (fire); 1.6 sec ; 3.2 sec
    GFS: 442 (fire); 2.3 sec ; 3.6 sec

    For single target, I figure something like: Greater Fire Sword - Dark Blast - Incinerate - Dark Blast - Greater Fire Sword

    Cremate and fire sword just act as mules for Kinetic Melee and its sweet sweet melee/smash defense.

    Some stats:
    139% HP (1862 total)
    682% regen base (one baddie next to me)
    ....results in 53 hp/second regenerated
    MAX regen at 5 baddies
    53% smash/lethal resist
    ~30% defense to all typed damage (base)
    Shadow meld up for 15 seconds and down for 12 seconds (surpasses softcap defense for all)
    Hasten down for something like 25 seconds or so

    Thoughts?

    Leveling him will be a tad painful at low levels, I assume.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hadur: Level 50 Mutation Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Fire Sword
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: High Pain Tolerance
    • (A) Reactive Armor - Resistance
    • (11) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Resistance/Recharge
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    Level 2: Cremate
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Mind Over Body
    • (A) Reactive Armor - Resistance
    • (9) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (11) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Build Up
    • (A) Recharge Reduction IO
    Level 8: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (19) Numina's Convalescence - Heal/Endurance
    • (19) Numina's Convalescence - Heal/Recharge
    Level 10: Breath of Fire
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (15) Positron's Blast - Accuracy/Damage
    • (17) Positron's Blast - Damage/Range
    • (17) Positron's Blast - Damage/Recharge
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Kismet - Accuracy +6%
    • (39) Luck of the Gambler - Defense
    Level 14: Super Jump
    • (A) Jumping IO
    Level 16: Indomitable Will
    • (A) HamiO:Enzyme Exposure
    Level 18: Fire Sword Circle
    • (A) Armageddon - Chance for Fire Damage
    • (21) Armageddon - Damage/Endurance
    • (23) Armageddon - Damage/Recharge
    • (23) Armageddon - Accuracy/Damage/Recharge
    • (25) Armageddon - Accuracy/Recharge
    • (25) Eradication - Chance for Energy Damage
    Level 20: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (46) Numina's Convalescence - Heal/Endurance
    • (46) Numina's Convalescence - Heal/Recharge
    Level 22: Quick Recovery
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (43) Efficacy Adaptor - EndMod
    • (43) Efficacy Adaptor - EndMod/Recharge
    • (45) Efficacy Adaptor - EndMod/Endurance
    Level 24: Boxing
    • (A) Empty
    Level 26: Incinerate
    • (A) Crushing Impact - Accuracy/Damage
    • (27) Crushing Impact - Accuracy/Damage/Endurance
    • (27) Crushing Impact - Accuracy/Damage/Recharge
    • (29) Crushing Impact - Damage/Recharge
    • (29) Crushing Impact - Damage/Endurance/Recharge
    Level 28: Tough
    • (A) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (33) Reactive Armor - Resistance/Recharge
    Level 30: Weave
    • (A) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Greater Fire Sword
    • (A) Hecatomb - Chance of Damage(Negative)
    • (34) Hecatomb - Damage/Endurance
    • (34) Hecatomb - Damage/Recharge
    • (36) Hecatomb - Accuracy/Damage/Recharge
    • (36) Hecatomb - Accuracy/Recharge
    Level 35: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    Level 38: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 41: Dark Blast
    • (A) Apocalypse - Chance of Damage(Negative)
    • (42) Apocalypse - Damage/Endurance
    • (42) Apocalypse - Damage/Recharge
    • (42) Apocalypse - Accuracy/Damage/Recharge
    • (43) Apocalypse - Accuracy/Recharge
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Defense
    Level 47: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: Shadow Meld
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Numina's Convalescence - Heal/Endurance
    • (37) Numina's Convalescence - Heal
    • (39) Numina's Convalescence - Heal/Recharge
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (40) Efficacy Adaptor - EndMod/Accuracy
    • (40) Efficacy Adaptor - EndMod/Recharge
    • (40) Efficacy Adaptor - EndMod/Endurance


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  24. BRING THE SHOOTY. Seriously. If you want to avoid getting mezzed, ensure your AOE alpha combo kills doods at the rapid rate.

    Also, softcapping ranged defense is a good idea.

    This is where AR tends to shine, by the way.