Deus_Otiosus

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  1. Quote:
    Originally Posted by Arbegla View Post
    Unless your a tanker or a brute, that resistance on barrier is mostly wasted (past 75%) and that extra defense is mostly overkill (anything over 59% is a waste, agaisnt the incarnate mobs, 45% agaisnt normal mobs)
    This is the Brute forums. I think we can assume we are discussing Brutes.

    The "extra" defense, while overkill, is enough to bring you from negative defense back to the (incarnate) softcap - if you aren't already dead - it's also amazing for your squishes (a lot of whom seem to be packing rebirth).


    And multiple Barriers has not yet seemed to be a problem on any league I am on.

    6 smart players with this power can effectively make the entire team invincible for one full minute.


    I'm not hating on Rebirth, Rebirth is amazing - and is my first choice for several secondaries and my second choice for others.

    But Barrier is insane, it will allow almost any well-built Brute to run wild in incarnate content without fear of any kind for a full 30s.

    I'm not convinced that the 20s of 600% Regen is equally as powerful as 20s of 32% DEF/RES.


    Now to answer the OP's question.

    Quote:
    Originally Posted by RockCraig
    So, I guess the question is: Is it worth not increasing my resists using incarnates in order to get better recharge?
    We would need to see the build, but if you're asking if you should go Cardiac on an Ela Brute over Spiritual - my gut reaction is no.
  2. Quote:
    Originally Posted by Little_Whorn View Post
    Hey all.
    What do you think is the best brute for soloing 1-20? I'm interested in experiencing the praetoria arcs and I want to get the best dmg and survivability for those lvls. I don't care if the toon is end game wimp. Gonna be retired after praetoria anyway. I'm most likely rolling claws for the early and powerful AoE.
    Claws/WP is a good combo.

    Ela does not get its endurance recovery tool, nor its heal, until post L20.


    Quote:
    Originally Posted by Little_Whorn View Post
    Err. Let me add that I'm putting this in General ATs cuz I'm not set on a brute. Will another AT give me an easier time soloing Praetoria 1-20? Maybe stalker?
    Mind/Fire Dominator.
  3. Quote:
    Originally Posted by TECHWON View Post
    it also depends on which incarnate powers you take like cardiac for my tanker caps out at exactly 59% to 60% for defense
    Maybe you mean Nerve?

    Cardiac does not boost DEF in anyway.



    Can anyone confirm that all of the mobs on BAF & Lambda (not worried about the AVs) have +14% to hit even against +3 Level shifted Incarnate players?



    Quote:
    Originally Posted by [URL="http://boards.cityofheroes.com/member.php?u=366655"
    Tormentoso[/URL]]
    My Kat/SR is defense capper (45%) and he's been fine.
    And I find it insufficient for my SD Brute who feels as if he has no mitigation at all.

    It can only be worse for SR Brutes.

    BAF is generally not as bad, as you are surrounded by 7-23 other people.

    But trying to hold aggro for randomly comprised PUG trials, running around looking for crates/containers with 45% defense is an exercise in frustration.
  4. Quote:
    Originally Posted by UberGuy View Post
    This makes the BAF much friendlier for crafting progress - once I get all my Physical iXP unlocked by running Lambda, I prefer running the BAF for components.
    While true, I have found on average that my final reward on Lambda is generally better than on BAF.

    My Brutes usually end up with uncommons on BAF, and Rares on Lambda.

    I haven't taken any of my Scrappers through yet, so YMMV.

    Now that one of my Brutes has T4 Destiny, Interface & Judgement - I will be running Lambda's repeatedly to try for the only thing I need at this point - Very Rares.

    I need 1 for T4 pets, and I would like 2 more VR iSalvage so I can craft alternate T4 Destiny & Interface powers.

    Sorry for the off-topic post.
  5. Quote:
    Originally Posted by Hopeling View Post
    A level 50 AV has 85% resistance to -ToHit. Diamagnetic is 5% base per stack(?), so that's .75% after resistance, or 3% with 4 stacks. 3.33%, if you're +1 to the AV from your level shift.
    It's not the AVs that will kill you (well, they can) on the iTrials.

    For the AV fights, you generally have an entire team, if not the entire league, at your back.

    It's when you are running off on small teams that I think the -To Hit would be valuable, to help you hit a 'false softcap' against large groups with enemies.

    I'm not advocating it, I'd prefer to just use Barrier and any insps I have on hand.

    But it's a thought I suppose.
  6. It's a good post, but unfortunately lost of most players.

    Even the best puller will completely lose when anywhere from 1-4 other ADD addled morons will run up and attack the AV that is already pulled.

    Then, they will run around within the absolutely massively long range of the AVs slowing down the entire process.

    You can only be so lucky as to have someone drop LR on the AV when they are not even halfway to the helipad/tennis court/wall.




    I've tried for a week to convince pulling method groups to allow me to at least pull to the helipad so we can munch adds and AVs at the same time, but everyone seems obsessed with the tennis court.
  7. Quote:
    Originally Posted by Runesteel View Post
    The consensus seems to be that Reactive's the best damage-wise, but what about Diamagnetic's -ToHit debuff? Is that worthwhile from a survivability standpoint?

    I have a Broadsword/Shield Defense scrapper who has just unlocked Interface, and I'm agonizing over whether to take Reactive or Diamagnetic.
    Depends on your playstyle.

    As a Scrapper, you have the luxury of allowing someone else to take aggro and alpha's - even if that's not really fun (to me anyway).


    Unfortunately as BS, one of your best tricks (Parry) is useless for the most part as the worst the iTrials have to offer is all Ranged, Energy & Psi (all of which also pack debuffs).

    If you really must have the survivability, then Diamagnetic is the best option, but unless you can frequently apply it with AoEs - I'm not sure there is much point. You might almost be better off with shadow meld, as crazy as that sounds.

    The devs have gone out of their way to crush the power of normal softcapped DEF without added buffs/debuffs/insps/resistance, etc in the iTrials.

    It's still useful, but unless you have something to back it up, its not going to provide the kind of protection you've been used to at regular game softcap.
  8. Quote:
    Originally Posted by Nihilii View Post
    It probably varies a bit based on your current DPS and the amount of -res you already have in your attack chain (as the fire damage is essentially adding a fixed amount of damage, whereas the -res multiplies the damage you already have).

    IMHO
    High DPS = -res
    Low DPS = fire

    The question is at which point does it break even. My gut feeling says 200ish.
    Will the speed of the attacks in the power-set affect it at all?

    For example, Claws vs. Warmace.
  9. Quote:
    Originally Posted by Nihilii View Post
    I got my T3 Warworks. I kind of forgot how low boss regen is compared to ours... Rebirth by itself isn't anywhere near enough to let Vicky survive against a pylon, sure enough she died in 30 seconds.

    Of course, pylons have an AOE attack flagged as ranged, which isn't all that common against most AVs.

    With the remaining ACU, I got a ~50 pylon DPS increase, going from 200 to 250.

    In comparison, with T3 Clockworks, I went from 200 to 340. Seems fairly nice already.
    That's exactly what happened with me.

    Vicky ran in and died in seconds, ACU stayed for the entire fight.

    Then I tried with my Clockwork and they lived the entire time.
  10. Deus_Otiosus

    Solo MoITF

    Congrats!!

    I had tried a while back but failed on my first attempt with DM/SD/Soul brute, but I got cocky at Rom and took him with all the Nictus and the entire courtyard at once.

    That damned auto-heal nictus ate me up.


    So well done, i20 or no i20.

    And actually, that's a very fast time if I'm not mistaken.
  11. Deus_Otiosus

    -75% Range

    Quote:
    Originally Posted by Nihilii View Post
    I've had a scrapper build with Hover and Confront to safely tank LR in the STF. Usually playing 2 accounts for that, so I could put her up and autoConfront, and fight the towers with the second account.

    Confront (just like Taunt) can also be useful in BAF if your team wants to pull the AVs. Siege and Nightstar have very long range, so unless you break LoS or use Taunt/Confront you're going to have to run very, very far away to get them to run up to you.

    ... That said, I'm not even completely sure it works in that second scenario, I just assume it does.
    Their range is huge, my Brute's Taunt has a range of 96ft, and they can still target and fire at him when they are out of Taunt range.
  12. Quote:
    Originally Posted by Nihilii View Post
    I'll probably try the warworks next. With boss HP, the Victoria should be able to survive much better than the Diviner lieutenant, hopefully (I have Rebirth, so the extra HP is significant as it means the pet will regen that much faster).
    I have both T3 Warworks and T3 Clockwork.

    I'm not sure which does more damage yet, most likely Warworks.


    Rebirth might help, but in any real combat situation I've been in Victoria is dead way before the ACU - even though she has 3x as many hit points.

    The ACU is often still alive at the ends of fights. I have the same experience with the Clockwork, they just hang back and fire.

    In any situation where Victoria can be kept alive, she does a tremendous amount of ST damage - but she is very often dead. I use her for the prisoner escape because she puts runners down faster than a lot of players. But I use the Clockwork for other real fights.
  13. I kind of overlooked the back end of Rebirth, in favor of the huge up front heal or the other destiny powers.

    But 200% Regen is actually more Regen than an ED capped Fast Healing.
  14. I would remove the DEF/END/RECH 4th LoTG from Weave before I would pull out the End Rdx from MG.

    Its only reducing the current consumption of Weave by 0.03 EPS.
  15. Quote:
    Originally Posted by Silas View Post
    .
    As a sidenote, if the proc goes off in BU AS hits for 1,509.9

    Ye gods.
    I turned on musculature core paragon in your build, it can get up to 1639.
  16. Very nice build.

    One thing to consider, the regen tissue proc is giving you like 2 HP per second.

    With rebirth and siphon life, in my opinion that slot could be used better elsewhere.
  17. I just tested in game.

    Alpha Cardiac Core Paragon does not buff the resistance portion of Barrier Core Epiphany.

    I'm not sure if this is WAI or not, so I reported it as a bug.



    Then I tested out Void Radial Final Judgement against L54 Hero Class Statesman in the AE.

    -32.50% Damage.
  18. Quote:
    Originally Posted by Werner View Post
    I'd seen the guide, but missed the recharge on Destiny. Found it now. So 2 minutes, so it's always up or available, but usually at a lowish number.
    Correct, the Core side is perma. The Radial side of each Destiny tree is not. Barrier Radial Epiphany gets a 2x Ally res. Whatever that means.

    "Lowish" number? Well, compared to the burst of godlike invincibility, yeah I guess it's lowish.

    But Barrier Core Epiphany will provide at the "Lowish" level tail end of the buff:

    30s of 7.5% Resistance and Defense, followed by
    60s of 5% Resistance and Defense

    Or, 50% or more Defense and Resistance than the Gladiator Unique and Shield Wall Unique combined.


    Quote:
    Originally Posted by Werner View Post
    But you're saying the resistance from my Cardiac alpha will buff Barrier?
    I hadn't actually considered that. I have the T4 Barrier in game on my SS/WP Brute. I'll check and report back.



    Quote:
    Originally Posted by Werner View Post
    On the surface, I don't see how Ageless would compete with that for my build, much as I'd love some debuff resistance and some more recharge.
    It is a bit less overall useful than Barrier, but I find when we do get hit with debuffs they are usually so heavy as to suddenly cripple a character.

    Also, the Ageless Core Epiphany does grant, at the tail end of the buff,

    +200% Recovery for 30s, followed by
    +100% Recovery for 60s

    Basically ageless is a godsend for builds that either went out of their way to squeeze in as much recovery as possible or still suffer from endurance issues.

    Considering that it refills your blue-bar to full once every 2 minutes, and then provides a steady recovery boost over the next 2 minutes until it recharges, it also gives some builds the option of dropping cardiac and grabbing say, musculature or spiritual.

    I'm singing its virtues, even though I agree with you on Barrier.

    Ageless is a bit of an unsung power, I doubt many will be taking at. It certainly will be less poplar than Barrier or Rebirth, but it is still amazing all things considered.


    Quote:
    Originally Posted by Werner View Post
    And I got lucky tonight - three successful BAFs resulting in one rare and one very rare. Now if only I hadn't clicked on the wrong very rare in the heat of the moment! Still, I don't know what I'll be doing for Judgment or Lore yet. Maybe it'll work out.
    For Judgement, if you are a melee character intensely focused on survivability, I think Void is the way to go.

    Void Radial Final Judgement: -50% DMG for 30s, 32 targets (50ft radius)

    -50% damage in a 50ft radius??

    I'm already using the T4 Void Radial Final Judgement on live, and this debuff is as useful as it looks on paper. It's not going to save you permanently, but the debuff is strong enough that I sometimes save Void for when I know I will be between castings of Barrier and SoW on the iTrials and I'm about to hit a rough spot.

    One more tool for survivability - Oh yeah and its also an excellent nuke.


    I was disappointed at first when I took void, it doesn't look as impressive as Pyronic or Ion.

    I think it could still use some love in the looks department, but at 50ft it starts to look better because a 50ft radius is insanely huge.


    Quote:
    Originally Posted by Arcanaville View Post
    Debuff resistance should affect all active debuffs, even debuffs that have already landed, if they are still taking effect. Really no different than when a resistance buff reduces a DoT while its still ticking.
    Great info to know.
  19. Quote:
    Originally Posted by Werner View Post
    I need to see more real numbers on this stuff, though. Like I don't know the recharge on everything, and whether your global recharge affects it. And what I'll probably do is copy over to test and try them all out once I have enough to get one of them. But there's more to it than even testing, since you can actually build around some of these things, like I built around the T4 Cardiac.
    Here is Dispari's guide.

    Outside of the pets, for which the real numbers aren't listed there, everything else you need is.

    Recharge does not boost any Incarnate power, not global recharge nor the Recharge from the Spiritual Alpha slot.

    Other alpha enhancements do affect their respective abilities for the new incarnate powers. (so the heal portion of spiritual, or is supposed to boost Rebirth - but the recharge portion of spiritual does not)
  20. Quote:
    Originally Posted by _Relikk_ View Post
    Okay, after hopping into the game, I see where I'm confused: So, it appears as if I can't make the Spiritual Total Core Revamp now that I've made the Spiritual Partial Core Revamp. The requirements for the second rare are the first two tiers, but those two powers are showing in red since I used them to make the first rare (Hope I'm making sense here.) So, do I need to start building T1 again in order to get the second rare?
    Yes, you actually use the lower tier as a component and it disappears after use.
  21. Quote:
    Originally Posted by Flux_Vector View Post
    But especially in pugs I see this part of the trial often suffering from a kind of 'hurry up and fall behind' effect.
    I've been keeping my teams together through a combination of:

    • Instructions in /team before we hit the lab/warehouse, including telling players they can click my/team leader's arrow on the map to keep track of us and telling everyone to switch their chat from /league to /team.
    • Using a targeting macro (in team) to let everyone know when I have a crate/container in sight.
    • Using a "barrier buff in 3s" macro (which people will hug you dearly for, even though it has a 60ft radius ) at the start, and throughout.

    For the most part, that keeps any halfway decent team together. Only the few truly hopeless will straggle behind and get lost.

    As more and more people have +3 level shifts and are packing the higher Tier buffs - this will become less needed.
  22. This might be useful for some people, but it doesn't really deserve its own thread.

    I figured, Dispari's guide was pretty fantastic, maybe here would be a place people would see it. (It's a repost from another thread)



    My quick and dirty method for choosing Incarnate Salvage Rewards on the fly.

    In particular for rares and ultra-rares, look at the Tier & Power you want to slot (in game, using the highlight mouse-over feature).

    Beyond the basic (common components) the tiers of powers correspond to the rarity tier of salvage you will need
    (Uncommon Tier, Rare Tier, Ultra Rare Tier)

    Example (ignoring the lower Tier power(s) that is also needed):

    Tier 4 (Ultra Rare Power)
    This will require common components and 1 ultra rare salvage.
    The ultra rare salvage is listed at the bottom.


    Tier 3 (Rare Power)
    This will require common components and 1 rare salvage.
    The rare salvage is listed at the bottom.


    Tier 2 (Uncommon Power)
    This will require common components and 1 uncommon salvage.
    The uncommon salvage is listed at the bottom.



    And IIRC, there are only 4 named salvage for each Tier from Uncommon to Ultra Rare.


    Maybe this was obvious, but I figured what the heck.
  23. Quote:
    Originally Posted by Eva Destruction View Post

    Ack, decisions, decisions.

    If you're agonizing over it this much, it means you really love this character.

    Pick up a couple of T3s, I promise it won't take nearly as long as it seems like it might.

    On a more serious note, if you plan to pick up the powers you want and not run trials all the time, I would actually pick up multiple T3 Destiny powers before I even chose a T3 lore or a T3 Judgement.
  24. Quote:
    Originally Posted by SpacePope View Post
    Now, CoH was my first MMO way back when, so this is just what I've read, and not firsthand experience. But I was told that in the pre-CoH (and thus, pre-WoW) days of MMOs, there were buffs with durations that might be an hour or more, and were very strong. A CoH example would be something like a version of Painbringer that was just as strong but lasted two hours.
    In those MMOs (like Everquest 1) fighting through general content to gain XP was several orders magnitude more time consuming than it is in CoH.

    This was also the time before instanced quests were common.

    Mostly it was open zone camp spawning and handing in 500 mammoth tusks or something to complete quest.

    So the durations were in some ways appropriate.

    Although, actual combat was not nearly as busy as it can be in CoH.

    Well, except for my Bard anyway.
  25. Quote:
    Originally Posted by Oedipus_Tex View Post
    What I'm stuggling to understand is why the system works like this at all, actually. What is the purpose of "exotically named" salvage except to make me puzzle over the screen, when it all had to do was be "small, medium, large, and huge 'orbs'" or something? Not hating on the whole system, but spending 15 minutes trying to figure out which special piece I need to slot where seems like a waste. Unless later they plan to let us sell and auction this stuff or something, which would appear to go against the whole point.

    My quick and dirty method, especially for rares and ultra-rares, is to look at the Tier & Power you want to slot.

    The tiers of powers correspond to the tiers of salvage (Uncommon Tier, Rare Tier, Ultra Rare Tier)

    Example (ignoring the lower Tier power(s) that is also needed):

    Tier 4 (Ultra Rare Power)

    This will require common components and 1 ultra rare salvage.
    The ultra rare salvage is listed at the bottom.

    Tier 3 (Rare Power)

    This will require common components and 1 rare salvage.
    The rare salvage is listed at the bottom.

    Tier 2 (Uncommon Power)

    This will require common components and 1 uncommon salvage.
    The uncommon salvage is listed at the bottom.



    And IIRC, there are only 4 named salvage for each Tier from Uncommon to Ultra Rare.