EJI

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  1. A fort's ST stun is mag4 anyway, there's not much it won't stun. But if you're looking to stack in some extra mag/duration, I think there's a craftable temp power or two that stuns.
  2. Forts can perma mind link. It just takes a bit more recharge.

    I have a melee fortunata that I enjoy quite a bit. Capped positionals without mind link, trial capped with mind link up. It's got a full melee chain, spin, aid self, some nice ranged attacks and some control. Perma mind link, double assault and maneuvers. Worth noting, my ranged dmg 'chain' is pretty gappy (unless you count confuse as a ranged attack, I don't), but I mostly use it for the controls and to shut down runners. With a t4 spiritual, hasten also perma.

    There are lots of ways to slot mind link- I like 3 membranes, I've seen other folks use 5 pieces Red Fortune for the 5% recharge bonus. For frankenslotting, it really doesn't matter which sets. Use mids and start plugging some in . You won't need six slots to frankenslot; as one possible example, 3 Luck of the Gamblers (d/r, e/r, d/e/r) and one red fortune d/r will get you to the ed cap for recharge.

    My fort, if you're interested. A little pricey, not sure what your budget is like. There are ways to drop cost without dropping too much effectiveness in the build. Or, you could spend a little more on it and gain a bit.

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  3. Also here:

    http://wiki.cohtitan.com/wiki/Defense

    (which lists as a source Arcana's Guide to Defense. Some may find it easier to read/understand, though.)
  4. I'd advocate weave. with 2 generic defense io's, it's good for 5.61%. This'll cut incoming damage by 11.22%, not insignificant.
    Even with just an endredux in the base slot, 3.75% def will reduce incoming damage by 7.5%

    I'm not a fan of revive.
  5. the -kb io in tough isn't useful. you get kb protection from AD.

    superior conditioning and physical protection will benefit more from a pshifter proc than an end mod io (mids doesn't account for the procs, they're worth ~.2eps over time)

    you could move the steadfast 3% to OwtS, and use 2 impervium armors for another recovery bonus. another option worth considering is using a heal IO in OwtS, you'll lose 5.7% (s/l) resist but gain 127hp with the power up.

    you could move the numi +/+ to PP and use a heal io in health for more regen, with a pretty minimal loss in recovery. another option for PP would be a harmonized healing proc.

    The personal defense portion of phalanx fighting is unenhanceable. Those extra slots benefit your teammates, but not you.

    enzymes work better than cytos. (shhhh! ) while this bug may get fixed someday, I'm guessing it's pretty low priority and may never happen. Personally, I'm willing to take my chances.

    a couple of options to get all positions capped without parry:
    -3 Aegis in tough (for both options)
    -either push true grit to 6 slots, and add 3 Aegis, or push taunt to 6 slots (edit: oops, defense bonus at 5 slots. i'd still grab 6 for the recharge bonus as well)
    -then swap one of the scirocco's sets for a set of oblits (slice would be my 1st choice)
  6. PewPewPewPewPew!

    Pew! Pew! Pew!

    fwoosh! bzzzzt! fwoosh! ffThoooompth!

    KaBOOM!!
  7. Quote:
    Originally Posted by Tourettes View Post
    So, you're right. Numbers DON'T lie. If you'll check, I asked for most survivable...I never said I was gonna hover around and snipe. The power limitations were listed. Berating his build doesn't help change the fact that his is the more "survivable" build. Even if I were going w/ your playstyle of hover snipe, I'd still use his. Ranged mobs close to Melee whenever possible. This is the AI of the game. Omitting that omits the build of CoH at it's core. The ones who cannot close will have abilities to give -Fly THEN close. Most mobs in the game also Use S/L or incorporate it, whereas many fewer use NRG or NEG. Sure, If I were farming then I'd want that, but this is for general play. (Also if I were farming it wouldn't be this AT).

    Hope this hasn't sounded too snotty, but saying you're better than a winner is bitter and shallow, and in this instance incorrect. I spent 2 hours looking over every entry, and this one beat the others. I stand by my choice, and state again, your numbers just weren't there. Also 9% res difference is HUGE! Don't discount that.

    Tourettes
    S/L accounts for around 68% of the dmg in this game, according to Besserweisser a while back (couldn't find the original post, but it's repeated here: http://boards.cityofheroes.com/showthread.php?t=130909). If anything, the amount of non s/l dmg introduced since then lowers that number, not raises it. Also worth noting in that thread are how survivability scores jump when aid self is included- considerably more than when resists are increased, even as significantly as 9%.

    -Fly powers are really not that common, and I can't think of any that don't come in on a ranged vector.

    -Mob AI does not necessarily cause a baddie to close to melee. If you stay at 80' or more they'll stick to their ranged attacks. Not that this is particularly relevant...

    Numbers lie. I have 3 apples and 4 lemons. 4 lemons is obviously more food. For a less flippant discussion of how numbers can lie, you might look into discussions on 'Immortality Lines'.

    Plainguy: Trying to correct someone's misunderstandings is bitter and shallow. How dare you!

    edit to add: I think this is less of a fuss over who won than it is over correctly understanding what's going on with the builds. Of course, the OP has every right to select whichever build suits him or his playstyle best. But for other (possibly new) players reading this thread, the discussion of what makes for a survivable/playable blaster is relevant. If I were a new player, and thought: Hey! This won a contest, so it must be at least playable... then collected the resources, replicated the build, and found I had to take a knee every 90s due to lack of end... That might be enough to turn me off of the game entirely.
  8. Grant Cover contains a big chunk of your DDR, you may want to leave that on.

    The mez resist IO in tough is worthless.

    AD is another source of DDR, the more you can double stack this, the better. 3 membranes is the ideal slotting, since that also enhances the DDR, but if those are outside your budget at least get another recharge IO in here.

    You may consider swapping FA for tactics to reduce toggle end cost.

    Parry is an attack, slot it as such. It needs accuracy to hit.

    The extra defense will be useful for iTrials, perhaps, but won't affect a boss's chance to hit you.
    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    these threads might interest you:
    http://boards.cityofheroes.com/showthread.php?t=270802
    http://boards.cityofheroes.com/showthread.php?t=216944
  9. EJI

    Build help?

    I think you're misunderstanding the difference between typed and positional defense.

    It takes 2 sets of kin combats to get the same *positional* defense as one set of ToD. So you're spending 8 slots to get the same bonus you could get in 6.

    edit to add: I threw this together in about 10m, I'm sure it's not optimized. You can adjust from here for power picks and so on. Doesn't resort to maneuvers, much more end sustainable.

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  10. Sniper is OK, especially in your 20s when you can combine your build-ups and one shot minions with it. It holds some nice sets, too.

    However, it's not useful except as an opener because of its very long cast time and interruptability. Also worth noting is that the kb in this power will make it difficult to get single pulls. When you knock a baddie down, his buddies seem to notice.

    Also, plainguy's (very good) build is pretty reasonable cost-wise, the numina +/+ (the rest of that set is moderately pricey), lotg +recharges, and arguably the reactive armors are the pricey bits. I'd consider the numi proc an essential but the rest can wait until you can afford it without affecting performance too much. If cost is an issue, try buying some of the sets at level 43-47 instead of 50. This is especially true of that numi set, health is so overslotted that the enhancement levels scarcely matter (excused for the very nice 3.75% ranged def bonus).

    I think you'll want both blast and bolt (and burst) to have a continuous ranged attack chain.

    edit to add: as a new player, you'll have trouble following Steel Dancer's build- hover is a prerequisite for fly unless you're a vet of some standing. Dropping CJ for hover should resolve this.
  11. there are a few nrg/nrg(/nrg) builds in this thread:

    http://boards.cityofheroes.com/showthread.php?t=274456

    Knockback is kind of like a mini-game within the the game .

    Don't:

    -knock targets away from the melee ATs.
    -scatter mobs to the four winds with your AoEs. This makes your teammates' AoEs less effective, because they are hitting far fewer targets with them. melee types, with their small PBAoEs, will find this particularly annoying. (you knew they were compensating for something, right?)

    Do:

    -focus on positioning before pewpewpewing
    -walls and corners are your friends.
    -hovering over a target can turn knockback into knckdown.
    -sometimes you'll have to be restrained with your AoE's. If there's a source of -kb (several immobilize powers), wait for it before you unload.
    -knock targets towards the melee ATs. knock targets away from squishies whose powersets are range-focused. (some controllers, doms and blasters work best in melee range.)
    -if you kb it, kill it.
    -shrug off the haters. haters gonna hate.
    -have fun! nrg, imho, is the 'kablooey'-est set

    an example of a fun team mini-game:
    keep your eye on the melee players on your team. who among them seems to pick out new targets the quickest? After the team's initial burst of damage, blast the remaining baddies *at him*. if you're on your game, you'll be predicting his next target and tossing it at him. if he's on his game, he'll have an attack up and kill the baddie as it flies by. bonus points if he's using crane kick . If he misses, hop over him (and the baddie, so you're on the opposite side) and try again. If he's missing more often than hitting, pick a different meleer to play with. You won't be cranking out the kind of dmg and kill speed the fire blaster is. However, you will be more engaged, aware, and hopefully having more fun.

    If lots of movement and attention to positioning sounds more like a waste of time than a jolly good time, nrg may not be for you.
  12. Quick tips:

    Scorpion Shield, hover/cj, weave, and set bonuses to get to s/l softcap. I used Maneuvers as well on mine, but it's not strictly a necessity.

    take the aoe immob to minimize runners.

    build for recharge (in Mids, under 'Window', there is a tool called 'set bonus finder'). DP should be under 35s.

    don't sweat recovery too much, a fast recharging DP forgives all sins .
  13. Melt Armor is not worth it. It's up for 40s out of 68, and only -9.75 resist. Unless you're way north of 400 dps (you're not)...

    Active Defense, double stacked, can give good DDR- 3 membranes in this power. You don't need the mez resist in tough.
    Grant Cover gives you another big chunk of DDR. Take it.
  14. I'm showing 82.26% vs. +3s in your ST attacks, unless I've missed something?
  15. imho, it sounds like you've overslotted your secondary and underslotted your primary. here's a basic outline of a softcapped ma/sr. i left the red fortunes since you already have them, one could just as easily 6 slot an attack with mako's bite. obviously, disregard the level powers were taken at, this is only meant to demonstrate an easy way to softcap /SR. There are lots of ways to achieve this, this is just one example.
    edit to add: with patient bidding, you should be able to buy everything in this example for less than 4 pieces of kinetic combats.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 49 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Hero Profile:
    Level 1: Storm Kick -- T'Death-Dam%(A), T'Death-Acc/Dmg(13), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg/EndRdx(17)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(27)
    Level 2: Focused Senses -- DefBuff-I(A), DefBuff-I(5), EndRdx-I(5)
    Level 4: Agile -- DefBuff-I(A), DefBuff-I(7)
    Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(11), GSFC-Build%(11)
    Level 8: Boxing -- Empty(A)
    Level 10: Practiced Brawler -- Empty(A)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
    Level 18: Weave -- DefBuff-I(A), DefBuff-I(19), EndRdx-I(19)
    Level 20: Quickness -- Empty(A)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: Evasion -- DefBuff-I(A), DefBuff-I(39), EndRdx-I(39)
    Level 41: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

  16. As long as the OP doesn't mind missing a lot (several attacks are 85% vs. +2s) or popping lots of yellows, resting a lot or popping lots of blues (I figured a 'burn time' of 94s for the ST attack chain), dealing subpar dmg (ED capped dmg in only 3 powers) or popping lots of reds, and getting mezzed a lot more often (or popping lots of break-frees)... should be fine .

    edit to add: i used bolt-blast-bolt-burst as the ST chain. not the best chain for dmg, but the most end-efficient chain available to the build.
  17. Quote:
    Originally Posted by Zwillinger View Post
    Recently, I've spent time talking to people who were new to the game, and even asking people, where can I find builds (I was incognito of course). Very few folks could point me to one place, the usual response I got was "On the forums...." and when I asked "Yeah, but which forum" the response was almost always "I don't know" or "You have to really dig through the AT and General forums".

    You're still more than welcome to cross post builds on the AT specific forums if you like, however we're trying this forum out as a central repository of all builds, regardless of AT.
    Adding yet another forum through which players can search seems like it will just add to the complexity of a build search. The hoped for new response to your question, Z, is now: "You have to really dig through the AT and General and Build Workshop forums"? (by "General" forums, are you referring to the AT & Powers General Discussion forum? I don't see many builds there. A player who has received this as a suggestion will figure out this out pretty quickly). Unless build threads are automatically cross-posted from the AT forums, I don't see how this will become a 'repository' of builds.

    Let's say I do a search in this forum for Fire/Fire Tank. I'll get the threads relevant to a fire tank, as well as fire blasters who've mentioned 'tank' in the thread ("Wait for the tank to establish aggro, then etc etc"), fire brutes ("Looking for a fire brute build to tank with"), and so on. What we need are not more forums, but improved search tools.

    Mids updates automatically, I don't see how we need a sticky for that.
  18. Squeezing in another attack will be tough... You could drop slice for spring attack, using the same slotting. Whether it's worth it to give up a pretty nice cone attack for a long recharge pbaoe will be a player preference/playstyle thing.

    Someone who's more familiar with survivability spreadsheets could give you a more definitive answer as to which alpha will be most beneficial (paging Werner ), but if you can get your end manageable without cardiac, spiritual also offers some nice benefits.

    (numbers based on my revision of your build, not the OPs, though results are probably similar)
    Cardiac improves S/L resists from 31% to 35.4%, roughly 14%. Slightly less improvement on your other resists.

    Spiritual gives you 40 more hp (2%ish), and increases regen from 23.77 hp/s to 25.91 hp/s. Conserve power recharge drops from 249s to 212s. Shield charge goes from 29s to 26s, similar improvement in build-up. Hasten drops from 141 to 128, and AD from 63.5 to 57.6.

    The switch to tactics seems like a good idea, as to improving end use- were you actually running FA? all the time?
  19. TheOOB:

    I made some small changes for some small gains: slightly better recovery (it looks slightly worse because mids doesn't account for pshifter procs), +139 hp, +1 hp/s regen, a tiny bit more s/l resist. Looks like it'll still be sucking wind, though. I'd drop maneuvers (see above build for how to pull that off ).

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  20. Quote:
    Originally Posted by Tourettes View Post
    ...but took stealth AND stealth IO????
    Tourettes
    The stealth stacks. Either individually is not enough to avoid getting noticed at close range. As a practical example, trying to stealth to the tree in STF without both (or similar, such as SS + stealth io, etc) is going to get ya smoked.
  21. EJI

    AV soloing

    I'd agree with Santorican that sonic/mm is probably the best combo, fire/mm and psy/mm honorable mention. Psy blast mainly for its impressive range, sonic because -res is not resisted by AV's. I've solo'd a fair number of AV's on my s/l softcapped rad/mm, but don't consider the -def to be particularly useful because that debuff is heavily resisted by AVs.

    While -regen is certainly an effective tool, it turns out not to be a necessity (for AV's. GM's are a different story). I had to get creative with nictus Rom on ITF, since I didn't have the dps to kill him at range with the healer on me and I couldn't survive the autohit nictus. What I wound up doing was pulling him up into the hills and immobilizing him where I could break LoS with the healer. I used a chain of neutrino bolt-xray beam-neutrino bolt-subdual. It took me a while, but I finally dropped him . I used purple insps to stay softcapped to ranged dmg.

    You'll also need end sustainability. Drain Psyche is great for this, too.

    You'll want an immob if you're going with ranged softcap, I like /mm's immob for this because it has an 80' range which also allows you to stay out of range of cones and other attacks that may bypass your ranged def. You'll want a way to recover from the hits that do get through- aid self is probably the best option for this. /mm's +regen can work, but it's a little dicey (I usually surround myself with minions to fuel DP). Two lucky shots too close together and you'll wake up in the hospital asking if anyone got the liscense plate of that truck that just ran you over. I personally feel ranged softcap would be more effective for this sort of thing, as it doesn't limit you as much in terms of which AV's you'll be able to hunt.

    On my own softcapped s/l blaster, with some AV's I'm able to just jump in and bang away like a scrapper, leaving some minions alive to fuel DP.

    I'd guess reactive is best, but I haven't tested any of the others. Barrier is nice for +res and +def, carry bf's for mezzing AVs; Rebirth also seems like it'd be a good option. I used spiritual alpha for my solo itf, to boost DP's healing and reduce it's recharge. Musculature is another good option- the faster you kill, the better your chances of survival.
  22. Quote:
    Originally Posted by Shadowy_Dream View Post
    Wait, since when did assault boost base damage, i dont think anything can boost base damage... assualt just adds a % in the same fashion as an enhancment (though not ED'd) or build up.

    IE if you have 100% base damage+100% enhancment slotting and assualt is +10%, its only a 5% increase in final damage I thought.
    Quote:
    It doesn't make sense to give up a 10% boost (assault - applied to base, not enhanced, dmg) to gain less than 2% dps, so medicine it is, I guess.
    I had to think about this for a minute to see where the confusion was . You're correct, nothing *changes* base dmg. By 'applied to base, not enhanced' dmg I was trying to clarify the difference between a +dmg boost and dps, I meant the same thing you stated; not that it somehow changed the amount of base dmg. i.e. dmg = base dmg x (1 + dmg enhancements), where dmg enhancements is anything that boosts your dmg- slotted enhancements, +dmg set bonuses, buffs. Assault usually winds up granting around +5% to total dps, but it can be a bit more when dmg enhancement is below 100% -or a bit less if damage enhancement is above 100% (possible with set bonuses).

    Why do I feel like I just made that *less* clear?

    for the sake of argument, consider a power that does 100 dmg with no enhancements.

    we'll give it +95% for ED-slotted dmg from enhancement slotting.
    dmg = 100 x (1 + .95) = 195 dmg

    now well give it assault...
    dmg = 100 x (1 + .95 + .105) = 205.5 dmg

    and again, with 20% +dmg from set bonuses
    dmg = 100 x (1 + .95 + .105 + .20) = 225.5 dmg

    Regardless of enhancements or set bonuses, assault adds 10.5 points of dmg to the power.


    Sorry for the derail.
  23. EJI

    scrapper info

    Quote:
    Originally Posted by Mr_Louisiana View Post
    I like surviving. I played some brute combinations and while they do good I really don't like their buildup mechanic a whole lot. I can never get it past 50 percent or so.
    It's not you . Since the fury nerf, it's impossible to fill the bar (except with the Frenzy alignment power). Even if your fury is topped out, there's still a big chunk of the fury bar that's empty. If you go to powers->combat attributes, and right click on 'dmg bonus' (or some such), you can monitor how much bonus dmg fury is granting. My guess is that if you're doing your best to take alphas and keep attacking, you're doing as well as the rest of us.
  24. Oops! Thanks for pointing that out, Black Assassin. Reading comprehension FTW. I personally don't think Hasten adds much to this build, the difference between bolt->blast->burst and bolt->blast->bolt->burst is about 2 dps, less than 2%. [total dmg of all attacks/(total cast time of all attacks+(.223 x number of attacks for Arcanatime))].

    Since one can only take 4 power pools, this means I'll have to ditch either the medicine pool or the leadership pool. It doesn't make sense to give up a 10% boost (assault - applied to base, not enhanced, dmg) to gain less than 2% dps, so medicine it is, I guess.

    So, here it is again with hasten, no aid self. I picked up a few extra shineys with the extra slots, but still don't feel it's worth the trade.

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    edit to add: perhaps I am being a bit stubborn re: the value of hasten. It does bring up aim & build-up more often, and drops the recharge on the AoE from 9s to 6.5s.