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Posts
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Joined
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Quote:Dark Servant doesn't take pet damage sets.You can slot it in pets from your secondary as well (i.e. psuedo pets from Storm, Darkness, etc), so even without henchmen you can use it, just have to wait until later in the game.
Can you confirm absolutely that it does take the Mastermind ATO set? -
Is it possible to have small and large versions of the backpacks (different scale but otherwise identical)? I like them big personally...
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How potent, and how reliable, is the Recharge bonus?
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A suggestion for building in Mids:
Go to Options -> Configuration -> Exemping & Base Values and change your base ToHit to 48.
Then, whenever you mouse over a power that rolls a hit check, at the bottom-left hand side in the Info block, where it says Accuracy: X%, it will base your %chance to hit around fighting +3s instead of +0s. All you have to do once you're at this point if you want to hit 95% of the time is aim to make sure each of your powers in Mids is >= 95% on that Accuracy line.
The reason I suggest building around 48% base ToHit is that, with the Alpha Slot level shift, it becomes very rare to actually fight +4s, since before 50 you probably weren't doing that consistently anyway, and it doesn't take long at all to get to t3 Alpha once you hit 50. -
For a long time, Energy Aura was a much-maligned power set, and when there are so many other (great) options available, and since it doesn't really have anything that can't conceptually be done with another set, I never really cared to look into it.
Somewhat recently, though, EA got a pretty sizable round of changes. I'm very curious about how people with experience using the set feel about it now.
Specifically I'd like to know:- How does Energy Aura compare to other armor sets?
- How does Energy Aura compare to itself, when employed by the different archetypes it is available to?
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Should you really be publicly bashing another MMO on these forums? That's sketchy according to the rules here, even if you didn't specifically name it. You should set a better example, being that you're the guy everyone expects to enforce those rules.
...Also, in the vast majority of cases, that other game has better writing than this one. Most of the content in this game would be about as interesting as watching paint dry if I were playing it for the story and not the character and combat systems. -
Quote:Count me as a second to this.Hopefully constructive feedback: It would be a nice perk if these tokens allowed you to change to Rogue or Vigilante if you have access to those alignments.
I have no problems whatsoever with this market service. I would love to be able to use it to pick from any of the four Primal Earth alignments, though.
Furthermore, to people who feel the need to complain about this... the 800 pound gorilla in the market offers a "Faction Change Service" similar in concept to Alignment Changes.
It costs $35 US.
The same company charges $25 for a single server transfer, $25 to change the race of your character, and $15 to change the way your character looks.
Paragon's service charges are the lowest in the industry in my experience, and I have played a LOT of MMORPGs. -
Best use of splitting ATO sets I've seen so far is using the Brute/Scrapper catalyzed ones in two different powers, 3/6 each, to get a ridiculous 10% S/L + 5% melee defense out of 3 slotted sets.
Suck it Kinetic Combat :P -
Agility will only really help your blue bar woes if you have a power like Accelerate Metabolism with a large-scale recovery bonus for it to boost. In that situation (especially because AM has a long recharge timer) Agility is awesome. For the vast majority of characters, though, Cardiac is your go-to if you're sucking wind. Some builds may prefer Vigor, too, especially if you slot lightly for accuracy or have multiple powers which benefit from the Heal modifier (though the big ones there, Regen, Willpower, and Empathy, don't particularly struggle with Endurance management in most cases).
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I have several characters who have nothing but Scorpion Shield from epic pools, even though in several cases I wish I could make a workable build utilize other powers.
It's just such a gigantic survivability increase, especially with IOs. I'm also big on incarnate content, and there's SO much raw energy damage thrown around in them you'd may as well have no protection at all if you don't build against either ranged or energy, and no squishy gets positional defense shields.
It's mechanically flat out better than any other defense shield offered in an epic pool, and defense shields are widely held to be superior to resist ones anyway, and it's not conceptually intrusive (as long as you don't hate purple or something). -
This only currently applies to Necro/, Thugs/, Demons/, and /Storm. The rest of the mastermind sets can only get a maximum of 10% DR/5% Def (plus the current ATO), and they have to sacrifice valuable slots out of their core pet powers to get those, rather than muling uniques in their tier 7s or Tornado.
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That's awesome.
I probably won't be able to make it for a couple weeks (last semester of college, my weekends are pretty booked), but I will definitely make an effort to come along ASAP. I have a 50+3 Bot/Force, 35 Demon/Therm, and 23 Thugs/Traps on Freedom. -
Masterminds struggle with two kinds of content far worse than any other AT: content where you are forced to ignore groups of enemies during a fight (which messes with the already... unimpressive Pet AI and frequently gets your pets killed), and content where heavy Area damage is a constant. Unfortunately the trials are loaded with both of these content types and there's not much you can do but grin and bear it.
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Another note, the way that the Soulbound CFBU proc works is by checking its chance to fire against every target hit by every attack fired, making it stellar on the Assault Bot who spews massive AoEs constantly.
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If you're running perma- or near-perma AM, you almost certainly will not notice a set bonus of difference in recovery. My DP/Rad corr doesn't even lose end visibly running something like 8 toggles including the debuffs so long as I don't mess up my AM/hasten rotation. He hits like 5 end/sec IIRC.
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I, personally, stand by the exclusivity of the collectors' editions. They're sold under the premise of exclusivity in the first place, and customers pay a premium for that. It really cheapens their value to turn those items into an unlimited resale cash-cow in the digital market.
Re: the issue of people claiming 'exclusivity' does not imply permanency, it does in the gaming industry, when you're talking about collectors' editions. -
Considering that the last patch to the beta servers was microscopic... I wouldn't be surprised if it was another Thursday release, very soon.
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Just as something to think about, you may want to consider trying Bots/Traps over Bots/Force.
While you won't be giving your pets quite as much defense, the Traps FFG is better than Dispersion Bubble, and you bring substantial and valuable debuffs and some damage to the table as well. Force Fields only has three powers that are really good. The rest range from situational to incredibly terrible.
Note that this advice comes from someone who started CoV with a Bot/Force mastermind and still plays him occasionally... it's just a very underwhelming secondary. -
One big thing for the next round of ATOs that I'd like to see is them enhancing powers that aren't currently done by this round.
For example, I'd like to see the melee ATs get a def/rech/heal based set for their secondaries, defender/corruptor/controller/mastermind get buff/debuff/heal based sets, etc.
I'd also like to see the set bonuses be a little more thoughtfully assigned (mastermind set, I'm looking at you).
For specifics on neat proc effects, the only one I've got at the moment would be that I'd like the Mastermind one to be a fairly subsantial (15%/25%) +res all buff for the pets, barring an archetypal change where pets are made less one-shot prone. -
Quote:...I believe the fact that I disagree is inherently obvious, given that I responded the way I did....I believe that completely misses the point of the question.
To the OP, best of luck with your Controller. Be sure to slot well for endurance management and recharge, Poison is a bit of a pain on both counts. -
Bit of an oddity:
For Tankers, Combat Jumping, Hover and Stealth actually grant more defense than Maneuvers.
Something most people don't realize. Thought I'd mention it since you omitted what AT we're talking about.
Quote:They do. Their Maneuvers is 3.5% base, tied with Soldiers and Widows.It hasn't explicitly been stated here but I assume we're talking about defense as it applies to your character only, and probably for a melee toon, correct? That seems to be how everyone has answered.
Does it make any difference if the character is a defender? They get more out of Maneuvers than any other AT don't they?
That said, their Weave is 5% base and the rest of their pool defenses are 1.75% base, so they fit the model of the majority. -
Best of luck with this one, you'd be hard-pressed to come up with a less effective powerset combo :/ Hopefully Merc gets reviewed soon.
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My honest response is, unless you're married to Poison for conceptual reasons, pick a better secondary, it's still fairly far below the power curve.
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This is a Dark/Dark/Mace Corruptor build I've been working on that may give you some inspiration.
A few notes for you:
Life Drain is significantly better than it used to be as an attack, and can allow you to use Gloom->Dark Blast->Life Drain->Gloom as a single target attack chain with a bit of recharge. It's fairly respectable.
In most places, a 4th LOTG is not going to actually do much for you. Removing both of yours loses you 0.3% defense. Those are slots better spent elsewhere. You don't need the accuracy bonuses, and with an updated build you may end up taking Tactics anyway.
Dark loves Recharge. Consider using your newly open power slots for Maneuvers, Assault or Tactics, and Vengeance. You'll be bringing more +def all for your team, an offensive buff, and an emergency power, and you can easily get 15% more global recharge by slotting an LOTG Rech in Maneuvers and Vengeance.
Regeneration is only worth much of anything if you can really, really stack it. The observable difference you'd have with 250% versus 150% is very small, especially considering you, as Dark/, have a large, short cooldown heal.
Anyway, here's the build I'm using. It's S/L/E capped and perma-hasted. I will be replacing the slotting in TT or Nightfall with the superior Corruptor ATOs soon.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Gloom- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal
- (9) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (11) Doctored Wounds - Heal/Endurance/Recharge
- (11) Accuracy IO
- (A) Recharge Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (13) Dark Watcher's Despair - To Hit Debuff/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (15) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (19) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (23) Cloud Senses - Chance for Negative Energy Damage
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Chance of Damage(Energy)
- (27) Positron's Blast - Accuracy/Damage/Endurance
- (27) Cloud Senses - Chance for Negative Energy Damage
- (A) Decimation - Accuracy/Damage
- (29) Decimation - Damage/Endurance
- (29) Decimation - Damage/Recharge
- (31) Decimation - Accuracy/Endurance/Recharge
- (31) Decimation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Steadfast Protection - Resistance/+Def 3%
- (33) Steadfast Protection - Knockback Protection
- (34) Karma - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (34) Kismet - Accuracy +6%
- (A) Siphon Insight - ToHit Debuff
- (34) Siphon Insight - Accuracy/ToHit Debuff
- (36) Siphon Insight - Accuracy/Recharge
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (36) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Decimation - Accuracy/Damage
- (37) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (39) Decimation - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
- (A) Basilisk's Gaze - Accuracy/Hold
- (40) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance
- (43) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Endurance
- (A) Cloud Senses - ToHit Debuff
- (45) Cloud Senses - Accuracy/ToHitDebuff
- (45) Cloud Senses - Accuracy/Endurance/Recharge
- (46) Cloud Senses - Chance for Negative Energy Damage
- (46) Cloud Senses - Accuracy/Recharge
- (46) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (A) Absolute Amazement - Stun/Recharge
- (48) Absolute Amazement - Stun
- (48) Absolute Amazement - Accuracy/Stun/Recharge
- (48) Absolute Amazement - Accuracy/Recharge
- (50) Absolute Amazement - Endurance/Stun
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Eradication - Damage
- (50) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
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Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - EndMod
- (13) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 4.88% Defense(Melee)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 15.81% Defense(Ranged)
- 3% Defense(AoE)
- 8.55% Max End
- 49% Enhancement(Accuracy)
- 101.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 18% FlySpeed
- 76.3 HP (7.12%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.2%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 17% (0.28 End/sec) Recovery
- 30% (1.34 HP/sec) Regeneration
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 18% RunSpeed
- 2% XPDebtProtection
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