EJI

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  1. Quote:
    Originally Posted by Kathari View Post
    Cloak of Fear starts off with 50 percent accuracy. When fighting purples, how many yellows do you have to eat before it hits?

    Oppressive Gloom damages you in order to work.

    Soul Transfer requires you to die.

    Cloak of Darkness stealths you and hides your costume, and is anti fury.

    Dark Regeneration is powerful, but recharge is SLOW and requires you to be in melee range of baddies to work.

    I'm not saying you can't get to 50 with one. But there are easier ways.
    Cloak of Fear works better paired with a set that has constant +to hit, like claws, dual blades, or SS. Yes end cost is also annoyingly high, and it takes a bunch of slots to work right... personally, I love the animation for it and enjoy being surrounded by baddies who are cowering in fear of me. Not to mention, it deals -to hit. You don't *have* to take either mez aura for DA to be effective, though.

    OG's damage to the user is neglible, even in large groups. It's the stun wander that's irritating.

    Rise of the Pheonix also requires you to die.

    Cloak of Darkness also provides +def and +per. The stealth is suppressed in combat, it's not 'anti-fury'. The effect can be turned off in the character creator/tailor, it needn't obscure your costume.

    Dark Regen's base recharge is 30s, compared to 40s for Healing Flames. Yes, you have to be in 'melee' range (actually, the radius is pretty large -20ft) but you're probably not taking much damage if you're not in melee. As a melee AT, isn't that where you should be anyway?

    DA has some nice stuff that fire doesn't get: fear protection, immob protection, +perception, +def, psi resists, end drain resist that doesn't depend on spamming consume every 2m... Both are fun sets, but I find DA to be sturdier across a broader range of content. (my own point of reference: dm/da brute, ma/da scrap, da/ss tank, fire/fire scrap and tank, ss/fire brute)
  2. Maybe something like this?

    If you can swing that glad armor 3%, this could be better... it's pricey (though getting less so thanks to converters).

    Recovery is a little bit borderline at 2.04 end/s with accolades, certainly playable for pve. May find you'll occasionally need to munch a blue while farming. Recharge is a bit lower than I'd like, too. I'd prefer to run musculature alpha on a scrapper... however, t4 spiritual on this build gets you over 2000hp, not-quite-perma hasten, and double stacked AD.

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  3. To further clarify how defense works:

    Most attacks are flagged as both typed and positional. As an example, energy blast is flagged with ranged, smashing, and energy. The game will check against the player's highest defense value. So, if the player has 40% ranged defense, 12% smashing defense, and 33% energy defense, then the 40% ranged value will apply. The lower values become irrelavent.

    There are a few attacks that are flagged as typed but not positional, but these are few and far between (and mostly psi). There are also a few attacks that are completely unflagged (hamidon, some other 'special' attacks).

    To learn more, you might check out the following:
    http://boards.cityofheroes.com/showthread.php?t=115184
    http://paragonwiki.com/wiki/Defense
    http://paragonwiki.com/wiki/Attack_Mechanics

    Also, you may wish to monitor your defense in-game, which can be done by clicking on powers ->combat attributes ->defense, then right click the value you wish to monitor. You may find your defense is being debuffed on those occasions you're getting hit a lot (Cimerorans and Arachnos are a couple examples of baddies who do this). edit to add: Also, some baddies have to hit buffs that make defense less effective. For example, it takes 59% def to floor the hit chance of iTrial baddies. Venged-out Nemesis are mean for defense oriented toons, Devouring Earth drop Quartz crystals, etc. It may be worth keeping an eye on your combat logs, which will show the enemy's chance to hit you.

    Fury Flechette's old post has some great builds in it, just be aware that it's a bit out of date and the hami-o exploits no longer work.
  4. What Neko said re: S/L def

    Fireball gives the most dmg, but the AoE in Mu Mastery can be had with one less power pick and fits better thematically if that matters to you.
  5. Quote:
    Originally Posted by Riius Indigo View Post
    Ok, clearly this is a bad build. I need some help, please.
    Nah, it looks ok. I'd drop one of the Scirocco's in T-strike for a force feedback proc, and try to get another slot into Active Defense -double stacking it increases your DDR (could easily pull a slot from SJ and still be over softcap on your defenses). I'm not a fan of spring attack due to its long recharge, especially on a single slot. You could also do a bit of shuffling to squeeze a 5th lotg +rech in there and still hit your softcaps.

    Personally, I'd probably trim a bit and grab an epic aoe but it's fine as-is if you're not doing much farming.
  6. More survivability will mean different things to different players and playstyles.

    I think you could get to the ranged defense cap if you gave up some s/l, but having a mix can be effective as well. On a couple of my blasters with resist armors, I built to 32ish% s/l/e/n and I'm pretty happy with the results, but those are notably short on recharge compared to my s/l capped scorp shield /mm blasters. Drain Psyche is cheat mode for blasters, I generally value higher recharge more on my /mm blasters for more uptime on DP.

    That said, you don't have any accuracy slotted in Drain Psyche. I like the -regen aspect of the power for hard targets, so accuracy there is a priority for me.

    Rise of the Pheonix should be fine on the base slot.

    Maneuvers is underslotted. It provides the same defense as Weave but at a higher end cost; if you can only get end redux into one of them I'd prioritize Maneuvers.

    Personally, I'd move the stealth proc to sprint and slot a lotg -kb (edit: oops. BotZ -kb) in SJ. You could then slot a steadfast res/end in tough for a bit more res and better end management. More of a taste thing there, though.

    You might consider Hami-Os for fire breath if you can't find the slots for it. Maybe 1 acc/dam and 2 dam/range? Those particular pieces aren't too pricey.

    Just my 2 inf, at a glance.
  7. EJI

    Da/tw

    I'd move the kismet to CJ, since it needs to be in an active power.

    If you plan on actually using defensive sweep, I'd slot some accuracy in it.

    If you're planning on building to s/l softcap, why bother with defensive sweep?

    Accuracy is still pretty low in most of your attacks. Turn off Build Momentum and Cloak of Fear to get an accurate reflection of your to-hit chances.

    On a different topic: I messed around a bit with my positional build, defense dropped to 43.9m/42.9r/42.9a but net recovery is up to 1.98 end/s before accolades or incarnate powers. Decent end redux and dmg slotting in the attacks, and 95% to-hit v. +3s. I dropped the mez aura (just didn't have the slots for CoF, though OG works well on the base slot I thought I'd try Burnout for 'oh sh*t' moments when back-to-back heals would be handy, like when recharge is seriously debuffed and I need the heal up now). Power order is not representative, I'm just messing around with slotting arrangements for now. Feedback welcome

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    edit to add: any thoughts on where I could squeeze in the MotT proc? I could maybe drop the the FF +rech proc...
  8. Sorry, TK Blast, not thrust.

    And they're the highest DPA ranged attacks available to the build.
  9. Thanks, Miladys Knight. Looks like I may have to play around with a couple respecs.
  10. I tried a +range build and was much happier with its teamed performance (where aggro was a bit more managed) than with its solo performance. It worked ok until the mid to late 20s, after which baddie HP increases faster than your dmg. I wasn't able to drop groups reliably before they closed range.
  11. Quote:
    Originally Posted by Miladys_Knight View Post
    I checked with Hero stats on a Fire/Fire Dom and on my Rad/Fire blaster. Hot feet and Combustion do the lions share of damage at 4 player's worth of mobs and higher (My guess is due to the radius), followed closely by FSC. Blazing Aura is absolutely pathetic with Hot Feet running and merely "low" with Hot Feet off.
    This surprises me a bit (combustion in particular, on the rad/fire). I'm a bit surprised that combustion beats irradiate or neutron bomb, never mind burn and fsc... I guess, it has higher dmg (and radius), though also a much higher cast time. Do the numbers change if you do your attack chain in a different order? What attack chain are you typically using?

    edit to add: my point of reference for solo is a rad/mm, where I smack a boss a few times while stuff bunches up up, use my aoe immob, hit aim & bu, then irradiate - neutron bomb -psw. The last two attacks hit at the same time. my rad/fire mostly teams, and I respec'd out of combustion. typically i wait for stuff to bunch up for a sec, then dive in and irradiate - n. bomb - fsc - burn. on most teams stuff is dead too fast, i rarely get to drop burn. i run hot feet on the rad/fire, but haven't run hero stats on it (due to it mostly seeing team, not solo, action).
  12. It might be worth considering spiritual alpha to increase regen and heal from Energize, as well as improved recharge.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Also: if you go by reward generation and leveling speed the blaster is not doing better: if I'm interpreting THB's data correctly the Blaster is leveling slightly slower (about 2% slower, with fast travel and no debt) from level 3 to level 9.

    Are we looking at the same data? It looks to me like the blaster took less time to complete the same stuff, but with a couple of deaths...

    What am I missing?
  14. Quote:
    Originally Posted by Aett_Thorn View Post
    Edit -> From a mechanical standpoint, I would think that the only thing that would hurt it is that you won't get much out of Storm Kick. It gives positional defense, whereas Stone Armor mainly gives typed Defense. However, the extra damage buff from Eagle's Kick would help to negate some of the debuff from Granite.

    Mids' is showing base 10% to all but psi. Is this incorrect?

    hmm, a quick check on Red Tomax shows positional only.
  15. Tinkered with your build a bit to get your defenses softcapped. Not sure how recovery will work out, I got 2.25 end/s without the 3 pshifter procs so I think it'll be ok... Rather than list all the things I changed, I'll just post a datachunk. Worth mentioning, however, is that Grant Cover is a big chunk of your DDR. I wouldn't skip it.

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    edit to add: I really like hasten on my /sd builds, both to bring up my AoEs more quickly and to keep Active Defense double stacked more (this is your other source of DDR). Not sure if you can give up fly, or OwtS for it? However, some people have trouble clicking it (since AD should be on auto) or dislike the visual effect, so I left your power selections as they were.
  16. I guess I could've been clearer. I have nothing against burn or hot feet, just blazing aura. It has the same radius as burn, smaller radius than FSC, and just doesn't do enough dmg to justify its end cost. Anything close enough to get hit by blazing aura is going to drop pretty quickly to burn and FSC, blazing aura doesn't get much of a chance to deal dmg.

    To each their own
  17. OP: You could slot your dmg auras with 3 eradications and 3 cleaving blows, then move a slot from a travel power to boxing for 4 kin combats. Your blue bar is gonna hurt, though. I'm not a fan of Blazing Aura, due to its high end cost and small radius; Hot Feet and Burn make the baddies want to run.
  18. TK Thrust and Ring of Fire are your 2 best ST attacks, I'd slot those for damage.

    I put a build together in another thread if you're interested, may give you some ideas:
    http://boards.cityofheroes.com/showthread.php?t=285077
  19. Here's my submission. Since the goal was to optimize for solo/small team play, I made sure the single target attacks had good damage. Some will cry 'foul' at skipping the AoE immobilize, but with all the -runspeed and other controls in this build it seems like one could do without it. It's useful to set up containment, but OSA won't benefit from that, anyway. You'll have to use an origin power (or some other temp) to light OSA. I softcapped s/l, since Arctic Air encourages one to get into the mix. Hasten has good up-time but isn't perma without some alpha help; accuracy is good, decent recovery and endredux in the powers. (It seems like Mids' is applying the -rech debuff from Arctic Air to the build, so I left it off. Recovery is still 2+ end/s with it toggled on).

    As to tricks, I like to use a BotZ in a travel power to get my kb protection to save a slot. And my new favorite trick is the use of enhancement boosters, another way to save slots and increase build efficiency.

    For alpha slot, I'd probably go musculature, it's a well balanced build so incarnate choices are pretty open.

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    found an error: the Pacing of the Turtle IO in Ice Blast should be an Impeded Swiftness: Chance for Damage (Smashing) IO
  20. Do free accounts get email priveliges? You could always buy em (HOs) on your other acct and mail 'em to your freebie. (It occurs to me that maybe they don't, to block out the spammers). Or, if you use an SG, put 'em in storage for your freebie.

    I also agree that Energy Mastery is a good choice for end management reasons. If this is a villainous brute, you might consider Mu for the extra AoE, but that'll force a little redraw (not that burn doesn't as it is...).

    I wouldn't have thought of earth, but considering that spin and burn both have low-ish target caps/radii (and so won't disturb too many of your sleeping victims) that may be worth considering if your end consumption seems ok.

    I'd most likely stay away from pyre on an SO build, fireball eats base 19 end per use.
  21. Quote:
    Originally Posted by Electric-Knight View Post
    I really considered (and initially planned on) getting Agility for the Electric-Knight, but I ended up going for Musculature and I have to say that the difference in damage was just the right amount that I may have been slightly missing before.
    I don't know, I can still see clearly that the additional End Mod for each power could make a great difference... But the damage increase just made me feel like maybe I did the damage that people often say Electric Blast doesn't do naturally.
    Plus, I already have Short Circuit and Power Sink fully slotted for Endurance Drain, so I don't have much issue draining with two clicks when I want to (and still do).

    In the end... more damage won out for me.


    I really should go and get an Agility to check out, since we can swap 'em out and all.
    Musculature Radial has 33% end mod. Best of both worlds?

    edit to add: to the OP, if it seems like +rech will benefit you more than +dam, it seems like a good choice.
  22. I'd take a closer look with a datachunk, but at a glance:

    You could move the numi unique to true grit, and replace one of the heals with a numi heal for a nice regen bonus

    You probably want Mu as an epic for the extra AoE

    I'd move the aegis currently in owts to true grit, and put the steadfast in owts.

    Spring attack is fun, but probably not worth it due to its long recharge.

    Membranes no longer enhance DDR in AD, but if you intend to use the toon for PvE as well as farming you want this double stacked as much as possible.

    If you decide to keep body mastery as an epic, SC and PP are overslotted.

    The kismet is probably unnecessary with rage.

    If you're willing to burn a few enh. boosters, you can get by with 2 slots in hasten.

    my 2 cents

    edit to add: if you leave the numi unique where it is, a numi heal will give more regen (via enhancement value +set bonus) than the regen tissue.
  23. EJI

    My First Build

    Expensive is not necessarily the same as 'better'.

    On ELA, I'd try to build for decent recharge and as much s/l defense as I could squeeze in.

    It's generally not worth chasing +dmg bonuses on a brute, you're already swimming in +dam from fury so those bonuses will be a lot less noticeable than they would on, say, a blaster or a scrapper. Also, your mez resist toggles are sufficient, it's not worth slotting for additional mez resist on a melee archetype.

    Your ATO will have a better chance to proc in a long recharge, single target power.