Doomguide

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  1. No Mids for me so hard to comment but a few thoughts:

    I like to use a Kismet +6% somewhere. You have Focused Accuracy, is it a mule for GSFC, run when needed or plan to run almost always?

    Plan to exemplar especially with any frequency?

    How is your net recovery? I'm concerned about your end usage vs end recovery (but without Mids hard to know how rough it might be). It also depends on things like needing to run or not Maneuvers to stay at the soft cap. And, of course, you have access to Dark Consumption.

    Love to see an Achilles -resist in LBE.

    Personally I'd rather have the Miracle +recovery in Health and the Panacea in PP. Heck I'd favor the Miracle over Numina's for that matter though that's balanced against the set bonuses for 3 Numina's which I would also be chasing. But in general I find I want recovery over max health/regen at low levels. But if you rarely plan to exemp and only run at level 50 content then the point is moot.

    And welcome back!
  2. Got two things to say:

    First, can this get stickied? (or is it already in some form?)

    Second, makes me really want my new hard drive/computer back along with my Mids build files, my own Huntswoman was sitting around level 47 when the old hard drive faceplanted. This thread is driving me nuts wanting to play her

    Doomguide
  3. A second IO stealth proc will not stack with any other IO stealth procs. That said Stealth (from the Concealment Pool) and Super Speed will both stack with an IO stealth proc (and with each other ... potentially 3 sources of stealth) while still allowing you to attack. I'll commonly take Super Speed add a second slot and drop both a stealth IO and a BotZ -kb into the 2 slots. You could do the same with CJ and run with just the base slot of SS (perhaps adding a second BotZ kb or a Winter's Gift slow resist into the base slot)

    Likewise careful with things like Oppressive Gloom, its mez (stun) effect will notify the mob of your presence when it hits ... if its a boss (or bosses or something otherwise protected from stun) they'll be aggro'd and you'll be their next target unless someone else has a very solid hold on their aggro already (in which case you wouldn't really need the stealth, of course ).

    Doomguide
  4. The only additional thought I have is it is an AoE effect, maybe that's what's messing with you as my understanding is the chance on AoE's works a bit differently than ST attacks. Still after multiple attempts without seeing any evidence of proc's going off ...

    Doomguide
  5. And after all those rave reviews I just got to say ...

    The only time I've seen it used was on a dedicated all friends team of AR/Dev blasters, one of my friends took it just to see what it was like.

    He would use it occasionally when we (as a team) were setting up a large pulls (multiple spawns) laying a literal minefield of tripmines. Outside of that it pretty much safely lives up to the low expectations expressed by others in the post. I'd say skip it unless like Local Man you like to try and find some use for what most consider highly skippable powers. I'm rather like that and I haven't taken it yet despite several /Dev characters.

    Doomguide

    One silly thing to try since you have it already ... plant a circle (or a part of a circle) of trips mines around a spawn (making sure not to place any where any wandering members of the spawn might wander over). Plant the Time Bomb in the middle as usual. When it goes off the its kb effect will send the spawn (including any potential survivors) sailing over and onto your circle of trips for another set of kabooooms!
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.

    Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly.
    Perhaps, not sure the above example is necessarily supporting the point however (unless I'm not understanding you) . By the time you cycle thru Chain Fences twice and Ball Lightning you ARE, I suspect, (my desire to figure out the statistics isn't there) applying a -100% recovery (or more) to a large chunk of the foes around you pretty near constantly.

    Now add in Conductive Aura and yes the foes are going to be fairly flatlined for endurance.
  7. Is this the live build or a planned one?
  8. Quote:
    Originally Posted by docbuzzard View Post
    I have a kin/elec/elec defender and it's a fair sapper. I really don't find the sapping reliable enough to solo very well though. I think electric control is the better set for sapping. The elec/psi dom sounds pretty good, though I'm not big on playing doms.
    The thing here is Electric Control is the better (much better) AoE sapper. But Electrical Blast with Short Circuit + Tesla Cage is going to drain a single target to nothing and apply the needed -recovery to keep it there. The presence of Transference in Kin going to get it done faster than other defender Primaries.

    To AoE sap well with Electrical Blast one is going to need enough recharge to stack Short Circuit (to keep the -recovery in place). If one can do that then it will AoE sap very well, only misses will cause it to be less effective than Electric Control.

    Quote:
    Also slotting for sapping on a blaster doesn't sit right with me, blasters have a hard enough time keeping up with scrappers as it is without spending precious time and slots trying to drain blue instead of green.
    Shouldn't need to "slot for sapping" outside of perhaps the 6th slot, i.e. 5 Decimation plus or minus an Endmod, for example. It is possible to slot Short Circuit for both damage and endmod (ED cap both) and SC is where the real sapping is coming from. The only real issue I could see here is trying to build for both sapping and defense (ranged in particular from needing 6 slotted Thunderstrikes).

    Doomguide
  9. Quote:
    Originally Posted by Nebulak View Post
    So I've been directed here by GM Xionaque after posting a ticket in game about the enhancement converter system. I could not start a new topic for this question so I figured this would be the best place to get some clarification on the question.

    I have an Analyze Weakness, level 43 accurate defense debuff enhancement. I would like to use a category conversion of this to a Shield Breaker enhancement, which is also an accurate defense debuff enhancement, but the drop down menu under out of set conversion doesn't allow me to select that. Now I'm not sure why and Xionaque has not given any reasons either, just simply that the system is working properly.

    I have two theories of my own: 1. That because my Analyze Weakness enhancement is level 43 and the max level of any shield breaker is level 30 that the conversion is impossible.
    2. That the system is, in fact, not working as it should.

    I believe that the first may be the right answer, however in an effort to possibly bring light an oversight in the conversion system I would appreciate some clarification.

    Thank you, Nebulak.

    PS. If answering this post is out of scope for this topic, please feel free to e-mail me at nebulak06@gmail.com
    From post 27 this thread by Goliath Bird Eater:

    Quote:
    One thing I'd like to point out (unless it's been changed internally) is the level of the IO is taken into consideration when converting. So a level 50 IO will NOT convert into an IO from a set that caps out at 35 or 40. This can sometimes greatly limit conversion outcomes. For example: If you convert an Aegis IO above level 40 to another Resist Damage set, you'll only get Titanium Coating IOs as the result because these are the only two non-VR or PvP Resist Damage sets that go to 50.

    Edit: You can also convert boosted IOs, and the Enhancement boosts will remain intact.
    So it looks like #1 unless things changed since his post.

    Doomguide
  10. Quote:
    Originally Posted by eth_Nargy View Post
    Not really, it pretty much drops all aggro. It doesn't aggro them onto the person who threw them, it aggros them onto random people in the vicinity, because caltrops screws with AI badly.


    Unless you are taunting 24/7, caltrops are always gonna be a nightmare.

    And even then, it still causes horrible amounts of scatter.
    Of course it's rather dependent on the character if the scatter is "horrible" or not.

    Doubt my very pre IO issue 6 Claws/Nin stalker would have ever hit 50 if not for her caltrops. The ability to cause all her foes to turn their backs while she picked on the one to die next was invaluable solo, or allowed her to regain Hidden or ... at least not clobber her for a couple seconds while her heal recharged as she ducked around a corner or doorway shielded by the caltrop patch. Using Focus, Air Superiority and Shockwave (often from Hidden) also often kept her target(s) knocked down within the caltrop patch.

    As is nearly always the case how one uses the power in question often plays a large role in its value ... dumping the trops at the feet of the aggro holding melee character is probably not the wisest use of or how to therefore judge a power like caltrops (much as commonly complained about kb powers).

    Doomguide
  11. While perhaps not the ultimate in sapping I have a Traps/Elec defender that certainly can sap rather effectively. In addition to having Short Circuit just about any place I could use http://wiki.cohtitan.com/wiki/Tempes...ndurance_Drain in her build I did ... including Acid Mortar which allows for "a chance to" -End in AoE form.

    Doomguide
  12. Quote:
    Originally Posted by Darth_Khasei View Post
    Kin/Elec/Elec def. Nuff said...
    This sounds good to me ...

    Ideally need 2 things from whatever power sets one goes with: a strong -End power (hello Transference from Kin)

    and strong -recovery power (hello Short Circuit from Elec Blast, also does nice amounts of -End)

    Might suggest Power Mastery for Power Build Up for better 1-shot draining.

    Doomguide
  13. Quote:
    Originally Posted by JohnSpartan117 View Post
    Hey guys, I have just gotten back into the game and got my old Claws/SR scrap to 50, but he feels rather inadequate. with everything right now my defenses are only running at 36% for Aoe, Ranged, and melee. This is with stealth and combat jumping.

    I want to make a second build, so any ideas would be nice.
    I want my defense at around 40% as his primary focus is damage.
    I have a rather small budget of only 110,000,000.
    I'd go through all the options but it would take too much time for me, any ideas?

    P.S. this should all be without incarnates.
    My own Claws/SR the build goals/priorities are:
    Soft cap positions sitting around 47% without using any set bonuses which on an SR scrapper is about as easy as it gets.
    Set bonuses are then used for gaining +max health and +regen looking to equal or exceed 1850 though I admit this number was mostly picked because her previous total of 1750 health left her dead after being swatted by Reichsman for around 1800 in back to back blows (1100 + 700). She currently sits at 1953 and plans for around 2024 and has seen nothing drop her in a couple blows in fore ever. Reichs probably was the last time it did happened several issues ago.

    No idea if your old build is using any IO's or not (sounds as if not at 36% counting in Stealth and CJ) ... if not merely juggling things to add in a Steadfast and Glad via Tough would put you are 42%

    Doomguide
  14. Justaris pretty much covers it.

    When looking at using NB with procs I'd usually think something along the lines of Nucleolus, Apoc Dam, Apoc %, LG %, SB %, GJ % . The idea being enough Acc combined with global +acc to make it hit, as close to ED as possible for damage then 4 damage procs (as proc damage is in addition to/unrestricted by ED capped damage).

    Doomguide

    Edit: And note that any proc damage is also boosted by any -resist present on the target as I recall.
  15. With respect to caltrops (from a caltrops fan) I would drop in a range IO if I was going to go with just the base slot. I like to be able to throw them beyond just off the end of my toes even if its just a few feet further.

    Doomguide
  16. Quote:
    Originally Posted by Figleaf View Post
    Wow, thanks for the prompt reply.

    I have 3 /fire brutes and the one thing I am looking for is damage along with survival. I want to do end game content without faceplanting to get through it.

    P.S. I love /fire but I think burn on a scrapper would annoy the heck out of me with all the running to and fro. Any other suggestions for a secondary (dark is not an option for me).
    No personal experience at that level (endgame stuff) but keep in mind the slow effects in Spines ... they might run but not fast enough with the way Burn's damage is currently front loaded, particularly if you can get some slow enhancement in there (either with IO enhancements and/or Alpha slot boost). Least it seems that way for my friends Spines/Regen where I can visibly see, as a teammate, the slow effect occurring.

    Doomguide
  17. Quick thought:
    I like the idea of Ranged/AoE defense vs S/L and ranged. The one thing, however, for which it might be important to stay in melee range is Heat Loss (unless it really has been too long since playing my Cold/Ice). The effect is somewhat like Fulcrum Shift so you'll get the largest buff while in close to the targeted foes ... and like FS it will help even at range (just less than melee ranges) so it may depend on how much you need Heat Loss to buff your Recovery and End to avoid endurance issues.

    Then again you only need to be at melee distances when firing off Heat Loss and for some foes getting them to switch to melee attacks can be an advantage >> they often will prefer to chase you in an attempt to melee rather than swapping back to ranged attacks. If they do so slowly and ineffectively (like when pursuing you in a Snow Storm) then what exactly your defense is becomes less important.

    Doomguide
  18. Handy link:
    Note the differences between Accuracy and To Hit.

    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    Doomguide
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    If I don't need a defense bonus from the set that is slotted in it I go with 5xCrushing Impact and a LotG +Recharge (which also buffs defense)

    Edit: Werner, I'd put a Hecatomb damage proc in it if I could easily afford one. I spam the crap out of it, so that one proc would increase my damage output more than any amount of damage slotting I could do.
    The above with some further thoughts:

    First I want ED capped damage, then enough accuracy to ensure Parry hits then I'm going after what the build needs.

    For purely set bonuses if I want +recharge and/or +acc I'd be looking at 5 Crushing Impact or 5 Hecatomb with the LotG +7.5% recharge in the 6th slot.

    Or for +max health >>> 3 ToD + 3 Mako's +/- swapping out one enhancement for a LotG +7.5% if needed. For example, if I was SR I already have plenty of spots for the LotG whereas if I was Regen I likely don't need to go looking for +max health (perma Dull Pain) at all and the recharge would be far more valuable (as would the +def in the LotG 7.5%).

    Doomguide
  20. Should be straightfoward if only Weave is out of the picture and Incarnates can be used. And assuming the difference between a scrapper and stalker SR isn't different in some significant way I'm forgetting ... beyond Hide, no Lucky and Evasion

    A Generic IOs only build (scrapper) needs one of the following to hit the soft cap: a Steadfast, a Glad, Nerve or Agility. Add in Barrier which can provide a perma +5% and you should be able to drop any one power that provides some +def (in this case Weave) and pair Barrier with either Nerve or Agility.

    Doomguide

    See the 18th post in this thread for a scrapper build using only generics:
    http://boards.cityofheroes.com/showthread.php?t=274833

    PS: Also not sure how, if at all, the new Hybrid boost might change things.
    PSS: No Mids right now so can't post a build but hope the link to the scrapper build will get you headed the right way.
    Edit: And obviously it would be very easy to do if you are willing to add in a Steadfast and/or a Glad for a fast +6% def in addition to the Incarnate boost mentioned. (But that would require taking Tough)
  21. I figured the Kin Combats were there for the slot savings. The thing is one of the build advantages possessed by SR is one can hit the soft cap without using any set bonuses. It does narrow your power choices down as, of course, you get the soft cap via powers rather than set bonuses. On my Claws/SR this means toggles+passives+weave+cj+maneuvers+steadfast+glad =soft cap (47%). The rest all went into developing an SR scrapper with over 2000 max health and a passive regen around 29hp/sec prior to any incarnate considerations such as Rebirth.
    Currently you have everything but Maneuvers meaning you would need roughly one set bonus (of 3% or so) each for melee, range and AoE or take Maneuvers of course. Focused Accuracy 6 slotted with GSFC would be one way while only using one power otherwise you are likely to need 3 powers to get the set bonuses.

    I'm unfamiliar yet with Staff Fighting but generally a net recovery of 3.0 end/sec (or a bit over) should be enough to run your attacks/attack chain for a long long time if not forever. Also the roughly 0.2 end/sec the Perf Shift +End proc averages is not going to be included in consumption/recovery figures in Mids ... 2 of them in the build (if the 3rd is replaced by FA) would add another 0.4 end/sec roughly to your net.

    Doomguide
    (who hopes his frustration of being without Mids will change soon)
  22. I would not be using Kin Combats at least not for the +def. Kin Combats are best used for building S/L defense (i.e. typed). The set also has fairly low accuracy making global accuracy bonuses or to hit bonuses more important when Kin Combat sets are used.

    I don't have access to Mids right now ... what is your net recovery?
    What are your positional defenses? You should be aiming for about 47% give or take a bit unless aiming for the incarnate cap in some fashion.

    Add a Kismet +6% in the build somewhere, doubly so if accuracy/hitting up level stuff is a concern. I always build looking for 95% vs +4's (or +3's with a level shift) Hard to tell for sure but looks like the build does not have that kind of accuracy.

    The Perf Shifter +End is not a unique, I suspect using it in Superior Conditioning and Physical Perfection is probably a good idea for overall endurance/net recovery. No Mids to confirm this, but you'd need to add more than 0.2 end/sec with a slot to make the +End proc a poor choice. Further if endurance usage is a problem the first steps to take are 1) get the Heal uniques (done) and 2) add the +Max End accolades (no idea if that's already done)

    Quote:
    Note: The incarnate resist bonuses add 3%ish, Def Bonuses about 3%ish. If the general rule of 1% def = 2% resist is true then in this case Def bonuses are superior.
    This is an SR build ... +defense will trump +resist by utter miles unless something is seriously wrong with the build up until you hit the soft cap at which point +max health, +regen and resist will all utterly trump more defense in terms of survival. Incarnate cap concerns merely shift the above statement to "until you hit the incarnate cap" etc. etc..

    Doomguide
  23. I don't have the ability to use Mids right now but a few thoughts jump out at me:

    First you have either not enough or too much defense. You should easily be at 95% DDR so you only need a couple percent above which ever soft cap you are shooting for. Or in other words 47% for the normal soft cap or 61% for the incarnate soft cap. Personally I would aim at the normal soft cap and look for about 47% for my positional defenses. If I went for the incarnate cap I'd probably use one of my alternate builds for the purpose. With 95% DDR you'll generally be dead long before you get defense debuffed enough to matter (or put another way if you are hit by a -50% defdebuff, a HUGE debuff, your defense values will barely twitch ... they'll drop by 2.5%).

    Siphon Life - Slot for damage ... as in hit the ED cap for damage. Siphon Life is one of your most powerful attacks and it just happens to heal also. If you like HO's go with 3 Nucleolus and 3 Golgi. If not there's about another dozen or so solid slotting options such as 5 CI and a Heal IO. There used to be a very old thread with all sorts of various options for Siphon Life slotting in it.

    Along those lines your recharge should be good enough to make Aid Self a pretty useless choice ... just keep attacking and Siphon Life will do a much better job of keeping you upright while continuing to inflict serious pain.

    Doomguide
  24. Grrrrr I friggin hate typing on this laptop ... It has a terrible tendency to eat my posts (I hit backspace at the wrong moment and pooof!) But until my own computer is fixed me and this laptop have to learn to get along

    Anyway

    Quote:
    Originally Posted by Mystic_Fortune View Post
    The 55% wasn't really a goal, it just happened to occur with the builds slotting. I could easily drop Weave and be at 47%, but wanting Tough and the various other tools for some Resistance I might as well take Weave as well.
    Consider taking Maneuvers rather than Weave. Weave good for you, Maneuvers good for you and your teammates. And either one is essentially extra defense beyond what you need for the soft cap. The only potential issue (which having no Mids I can't guess at) is if you end usage is very tight Maneuvers costs a bit more to run.

    Quote:
    As for swapping Assault for Maneuvers, as mentioned in the OP one of my goals was damage, and with Assault I have 40% before Form of the Body (55% after). I'd say that's fairly respectable.
    Suspected that might be the case

    Quote:
    The Kismet proc is something to consider, I will agree. However, I'm not too concerned with reaching the Incarnate softcap, so I don't really need the Gladiator's Armor proc.

    I will see if I can spare a slot for the Kismet, thanks for the suggestion!
    Pretty much any of the 4th slots in your passives could easily be used or moved around for slotting the Kismet +6%. Neither your DDR or soft cap should be significantly effected and the loss of the +Acc set bonus from the 4th LotG will be readily offset by the +To Hit of the Kismet IO. Mine for what it is worth typically sits in FF on my various SR builds.

    And in the line of itsy bitsy OCD like detail I'd use the LotG def/endred rather than the triple in your passives. Both the endred and rech are meaningless in the passives but the dual will buff your defense by an itsy bitsy bit more . In reality I'd probably use whichever is cheapest/easiest to get given that you really don't need the tiny difference in defense between the two IO options ... the builder in me just makes me mention it

    Doomguide
  25. Quote:
    Originally Posted by Largo View Post
    SR scrappers get Quickness, so you won't need to take hasten and put it on autofire.

    Put Practiced Brawler on Autofire and don't worry about KB either. Sell the KB proc or email it to another toon.
    I've done both in the past. I've had builds with Hasten and without. I've had either Hasten or PB on auto in the past. Currently my build does not include Hasten, but I do not put PB on auto simply because it interrupts the flow of things when it decides to activate. My build has enough overlap to give me a window of when to choose to activate PB. But every now and then I get scrapper locked and forget to activate PB and when I do the first thing that seems to happen is I get knocked on my backside (not mezzed which says something I think about the amount of kb vs mez in the game ) A -kb IO would prevent this but also might not clue me in about PB till I got mezzed rather than merely knocked on my butt. No mez means I pick myself up, still have my full defense and activate PB (and if mezzed my defense gets seriously lower do to suppression than if knocked down/back).

    Doomguide