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Posts
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Joined
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Tryin to soft cap this sucker without using Phalanx fighting. You'll see that the bonuses are very close. 44.7, 43.2, and 44.5. Just can't seem to squeeze that last little bit out. I realize I could probably get some more by taking out phalanx and putting in something else, but I want to keep it. I figure, fighting nictus and things like that will be easy as pie when I've got it on, since the debuffs won't bring me back under softcap. And against all odds has an aggro aura, so I'd be able to tank/backup tank. The only thing I can see that I can do is juggle slots around with tough, true grit, and the aegis/reactive armor sets. If I 5 slot tough with aegis I can overcap my AoE, which means I can sacrifice some AoE somewhere else in favor of ranged. But unless I'm missing something, the only way I can do that is to sacrifice melee somewhere else. I've almost got it down myself, and I'm not sure there's anything else I can do without sacrificing one of my key concepts, I.E. AgainstAllOdds, Phalanx, Grant Cover, Tactics. If the only way is to drop one of those, then I don't want to. I'd rather just keep 20 purples on me and pop them one at a time if needs be.
Well, if anyone can get a fresh perspective, which is always helpful, that'd be cool. If not, enjoy the build.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Gabriella Fox: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Hack- (A) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (17) Aegis - Resistance/Recharge
- (19) Aegis - Resistance/Endurance
- (19) Aegis - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (7) Steadfast Protection - Resistance/+Def 3%
- (7) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Multi Strike - Accuracy/Damage
- (9) Multi Strike - Damage/Endurance
- (9) Multi Strike - Damage/Recharge
- (11) Multi Strike - Accuracy/Endurance
- (11) Multi Strike - Accuracy/Damage/Endurance
- (21) Multi Strike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Empty
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (A) Empty
- (A) Miracle - +Recovery
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (23) Endurance Modification IO
- (A) Multi Strike - Accuracy/Damage
- (25) Multi Strike - Damage/Endurance
- (25) Multi Strike - Damage/Recharge
- (27) Multi Strike - Accuracy/Endurance
- (27) Multi Strike - Damage/Endurance/Recharge
- (33) Multi Strike - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (42) Defense Buff IO
- (A) Mako's Bite - Accuracy/Damage
- (29) Mako's Bite - Damage/Endurance
- (29) Mako's Bite - Damage/Recharge
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (31) Mako's Bite - Chance of Damage(Lethal)
- (A) Empty
- (A) Multi Strike - Accuracy/Damage
- (33) Multi Strike - Damage/Endurance
- (33) Multi Strike - Damage/Recharge
- (34) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Aegis - Resistance
- (39) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Recharge
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Defense/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
Found that post. It's worthless. It only talks about enemy scaling, and defense vs. +level enemies. Doesn't talk about the difference between melee toons darkest night vs defenders, and how well in stacks with defense.
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And yeah, I looked all over for epics, patrons, and brute threads, didn't see anything about brute patrons. I'll look search specifically for darkest night. Thanks for the pointer.
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Cool, thanks. Met a guy who acted like it was the dumbest epic to take. Wasn't sure I believed his lies. Just haven't done it for myself yet.
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Soul Mastery: Phail or no?
I know it's awesome for a dark corruptor. Darkest night rules. But how does it work for a Brute? I realize the numbers are a little lower, and it's not backed up by even more debuffs from the set. But even just that and a dark obliteration in the chain should make a difference, especially if you already have some defense right?
In particular, I'm asking about a db/fire brute I'm making now. Fire is naturally gimped by chasing defense. You sacrifice too much chasing after it, and the AT works without it. YOu aren't meant to dodge or resist everything. And you will have to use self rez every now and then. Therefore, chase recharge. But, if you get a little defense on the side, which I did, keep a rough 20% in your head, and combine it with the soul mastery, will that work? Or is it just phail? -
I second that Ketch. 8D My mind linking dom is uber sexy
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I've been debating this myself. I'm thinking yeah, go for recharge. I tried building for as much defense as possible, and I had to sacrifice slots in some powers to make up for how many I had to use chasing defense. And it's much more beneficial and slot efficient to slot purples, from what I see. My fire/fire has a ranged/aoe/melee/pbaoe and even an imob I can slot purples in if I want, because I am looking at Soul mastery. Which brings me to my question. Anyone look at the different patrons when deciding on the defense vs. recharge debate? Take a look at soul mastery.
Soul Tentacles- Slot grav anchor or ragnar, and you've got a purples recharge bonus. Haven't looked to much into which I'll go with. Can also use fire breath to hold your ragnar. Also, if you look at the inherent squishiness of fire, this power can really be handy. Taking too much damage? Rez not up yet? Back out, throw out your cone, turn and retreat till your pilot light stops flickering.
Darkest Night- Not sure how it works on a brute, but I know the Corr is sick. This thing can keep a fire/dark Corr alive with no defenses to speak of. Amazing power. If it's anywhere near as good on a brute, then your lack of defenses can be backed up with a nice to hit debuff toggle. -Damage as well
Dark Obliteration- AoE accuracy debuff. Nuff said. Well maybe not quite enough. It's also negative, so those enemies that have a bit more resistance to your fire, hit em with a bit more neg. For this reason, maybe slot soul tentacles with damage over immob, so you have two attacks for this purpose. I'll mess with that a little more, but I think it'd be more for the -acc and -dam. -
Not true. In my fire/dark corr, I have 5 purple sets, 2 posi sets, and 3 other sets with 5% recharge. This puts hasten 2 seconds away from perma, and gives me a constant 170% recharge. Powerboost is down to a 32 second recharge. So my powerboost only has 17 seconds of downtime. It ain't perma, but I wouldn't say "Nope, can't get it close."
A) PB starts off with 120 second recharge. So 32 ain't bad, considering.
B) Due to the nature of PB, the only reason perma PB would be great is for toggles. If you have defense sets, PB will boost them for those 15 seconds, then wear off. But clicks tend to last longer. So if you figure it in terms of the power you want to be permaboosted, than yes, 32 second recharge is enough to consider the power in your chain permaboosted. If If that doesn't make sense, I'll give you an example.
You've got a power with a 30 second recharge. Powerboost it, throw it out there. You throw out all the powers you need boosted, then move onto your attack chain while powerboost is down, since it doesn't increase damage. By the time you get around to using those holds and such, powerboost has recharged with them. So you go back to a powerboost-hold/confuse/etc-attack-attack-attack. Holds and confuses and such come back up (guarantee with powerboost stretching out their duration, you can leave em and attack for a little while you wait), and you powerboost and stack status effects again.
This works different with every AT I'm sure, but the basic idea is there. -
Oh yeah, and you realize the logic behind posting on the forums saying our server is dead is just.... well, I got a message from a mod today for saying some things to Malkore, so I'll just let you think about how to finish that.
People read these posts, they won't want to come to Triumph. So please, let's keep the topic of Triumph dying off the forums. Start posting about how amazingly fun Triumph is, and we'll all be better off. You wouldn't punch yourself between the legs because you're disappointed with the way your god put you together would you? Counterproductive. Let's not do it to Triumph. -
Quote:See, when you ask about what's "uber," it's such a broad scope that you won't get a straight answer,
Precisely. Just started posting not long ago, and I got a little thread happy. Heh. Threw out a broad topic just to see where it went.
I like when people think a little outside the box of, "What can PL me?" or "What Brute is untouchable and does the most damage."
My votes go to:
I'll give my DM/SR a vote (a cliche answer, but meh, it's my main, get over it.) Survives everything but the occasional unlucky couple hits. Great single target damage for AV's. And once i19 comes out, I can fit fireball on there for some more AoE.
Mind/Energy Dom: Awesome. Mind powers only check psi defense, no melee/range/aoe. So I have more chance getting the most hits I can. And I've got her worked out so that I can soft cap for 15 seconds, and stay close to it for another 75 seconds after that. Confuse aoe's and lots of hold. And energy works well as a secondary. Got some good single target damage attacks, and power boost for my holds. Like it so far, love the mids, and hopefully will absolutely love the final build in a few days when she hits 50. (Updated note: The mind link/soft cap thing isn't working as well as I'd hoped. Gotta respec)
Just the concept, haven't levelled it: Fire/dark corr. Fire does awesome damage, with AoEs. Dark does just the opposite, it's all defense, so it complements very well. And the inherent powers can floor a mob's defense and recharge so you don't need actual defense set bonuses. I'm focusing on recharge. Recharge+Fire blasting AoE's= A heckuva lot of damage.
My favorite part of the Corr: Soul Storm. I haven't had it on a toon, just seen it used. I won't say it's the best power, best hold, best anything. But I will say that it looks awesome, and it's unique. I love Ghost Widow's hold, at least when it's not picking my granite up and curling him into the fetal.
So, if you want to know the purpose of the thread: There really isn't one, deal with it. The above builds work really well, have amazing results, can all solo well. And I even threw in the fact that I thought a particular power was just uber sexy because it looks awesome. I mean, isn't that alot of the reason we like the game? There may well be a more balanced and statistically logical game out there, with abilities and powers we would all be more happy with. But you know what? I like CoH, for this reason. Sometimes you just take a power, not because it will make you harder to kill, or increase your damage/xp per second, but just because it ROCKS -
Good job Malkore. I commend you. Lol, I got something funny to tell you in game next time I see ya.
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Maybe I didn't ask clearly. I'll try to make sense
Launch your AoE. It hits 16 enemies, and confuses all of them. The proc hits as well. So, here's what I'm wondering:
Imagine 1 out of those 16 enemies you just hit. The proc hits him, and 5 surrounding enemies get confused as well.
Now, Imagine the 2nd enemy in that mob. Does the proc hit him as well, since the power hit him? If so, the effect just spread to another 5 enemies.
Rinse, repeat. 16 enemies. The proc spread from each of them, to another 5 enemies. 16x5=80+(original 16)=96 enemies. Potentially. Now take into effect that tossing that AoE into a mob, the proc is probably going to hit a decent number of the ones that already got hit anyway. Let's say 1 in 5 were not actually hit by the original AoE. 80/5+16=32. So if you manage to actually bring 96 enemies together, which is doable with a whole team herding, maybe some brutes/tanks. Seems like more effort than it's worth maybe, but think about it. If you can manage to confuse 30 enemies, that's a lot of damage being thrown around, alot of it landing on the other 60 enemies in that pile. Throw a few AoE damage powers out, and you'll get more XP than you lose from the confuse/xp loss equation.
Will this be used often? Probably not. Is it more effective than putting the proc into single target? Maybe not. But is it possible? Do the mechanics allow it. -
People wonder why Triumph is dead. For one, it's not. It's just not populated. THere are cliques of dedicated players. EVIL NOR and his group. APEX. Guys like Tam and Malkore who I think just play with everyone. Personally, I remember these guys, but it's hard for me to remember new names, and it's few and far between that I add new globals. We're so cliqueish that it's hard to get a foothold as a newb in Triumph. It also doesn't help that people who post on the forums get flamed if they have a phail idea/build/preference. There's a lot to learn about in this game. 1.5 years now, and there is a ton of stuff I don't know. Some noobs act like you're yelling at them if you try to teach them how to be effective with their toon, but that happens. Try to be more helpful if you're one of the poo heads I mentioned instead of getting frustrated.
So, if you want Triumph to be more populated, join me in Adopt a Noob Week. Go to Atlas and find a new toon with no vet badges. It may be an alt, but whatever, give it a shot. Grab your emp and stay off team while you take him to the sewer. Teach him how we used to level in the old days before AE. Don't PL him, just give him a little tour down there. Make him your little protege. Get another member onto this little chunk of electronic real estate we call home.
I'll add a noob to TW2.0 by the end of the week. I hope you all do the same. -
I'm not going to post the build, but the basics of my stats look like this so far.
All dark powers except petrifying and black hole.
No defense to speak of. Counting on my dark set and the occasional purple.
Perma hasten. Puts me at 170% all day.
Procs: 3 slow procs, and a -recharge proc (not sure what the difference is). Knockdown in my AoE, Hold in my Soul Storm, and Buildup Proc in tactics.
If I soul drain a 7 mob, hit buildup, and my tactics proc hit, I have 87 acc/205%dam/170%to-hit. The recharge on both powers puts the downtime at about equal to duration. So half the time, those are the stats. When I'm just normal, I have 87 acc and 13% dam. Pretty good I think. And with a team to share aggro. Devastating.
Minimal end use. -
Yeah, as far as the patron/epic goes, I sort of go 50/50 between choosing the ones I just like and the ones that are most useful. I went for soul drain/power boost/soul storm. Love soul drain on my DM scrapper. Like having a kin, without all the ugliness of sharing XP.
Soul Storm just looks awesome. I realize a fire/dark scrapper doesn't really need it, but it's nice to have a hold (a high-end one at that). It holds 5 purples and a hold proc really nice. And it just looks awesome. The coolest status effect power in the game in my opinion. Curl em into the fetal before you turn em into a corpse. D
ark servant I hear is good. Not sure if it's better than summon mistress (I'm guessing the fortunata is stronger, but long recharge. And servant just complements the rest of the build. Also, I took it at the end, and 2 slotted, so I figure the lack of recharge rules the fortunada out as a great pet. -
Fire/dark corruptor, does it really need defense. Debuffing damage, debuffing to-hit, aoe heal. Oh yeah, and slows. So much mitigation, do you need to slot for defense in your IO's, or take the defense pools for that matter? The way I figure it, if you're chasing defense, there's no point in a little if you don't have a lot. I can see taking defense pools for the luck procs, but other than that, is it necessary? Would you be better off slotting for purples and recharge procs, so that you can survive with your awesome mitigation and then kill them faster with your aoe's?
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Yeah, that's pretty much what I was trying to get across. Ketch is just better at explaining it. Thanks Ketch. That's the second time you're posts have helped me out. I didn't realize mental only checks psi. When you say that, do you mean that it also ignores ranged defense?
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Alot of people don't like confuse, for the obvious reason of XP loss. But from what I understand, the XP lost is a fraction of the HP of the enemy taken by the confused enemy. In english:
Enemy get confused and smack it's buddy in the face. If you never touch it, you get no XP.
If the confused enemies do 50 of the damage to each other it not (from what I understand) 50% XP, which would be a waste if your goal is to gain XP. From what I understand, you lose a fraction of XP/HP taken. So if, for arguments sake, it's 3%XP/25%HP (don't know if that's it) It would be, 3% XP lost for every 25% HP lost. So if you damage the enemy for 50%, you get 94% of the XP for doing half the work. Which makes, [Mass Confusion] awesomesauce.
Three questions:
A) Do I have the concept right?
B) What is the percentage of XP/HP lost?
C) Since you know the answer to this, you may know the answer to this:
Does the contagious confuse proc follow target cap rules? I.E., if you slot it in your aoe confuse, does it hit 30/40/50 targets with a confuse if you have that many in range?
I ask question C because I forgot what my original question was -
I could be wrong, but I think it works like this:
For instance this instance, Mezmerize= Ranged Sleep.
Shoot an enemy, doing psi damage and ranged damage. The enemy has 10% psi defense and 15% range defense. So he has 15% defense against my sleep power. That's just the defense check for my power to hit. If his defense checks it, he gets no mez effect, and no damage.
Now, Let's say it does hit. His Psi defense makes no difference now. It's now all up to his mez resist/status effect protection. Let's just say he has 0. The terd just got mezzed. Now, if he has 0 psi defense, and I hit him, but he has REALLY high mez resist, he probably will not get mezzed, even with 0 psi defense.
Could be wrong, but I think that's it. Someone else will have to confirm this -
What about target cap? If you have more enemies than target cap around you, and your Mass Confusion hits 16 targets, can you hit up to 30/40/50 targets?
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I figured this whole idea might end up as a phail. Just wanted to try it out. The first thing that got me on the idea of the Posi as an easy solo merit farm, was the fact that I had two account. Fastest Posi I've done is 1.5 hours (original Posi). With 2 accounts, if I could get it down to 1 hour, would be 120 merits in an hour. That's 4 p.u.g. ITF's if they're decent teams. Decent meaning, not sucky. But I think I'm gonna give up on the whole idea.
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I think you're right ketch, I'll be alittle under for a bit. But the upside is the timing of the recharges.
Link= 99seconds, duration of 90
Powerboost= 33 seconds, duration of 15
So, powerboost and link, and I'll be soft capped for 15 seconds
Powerboost wears off, and I'm a little under for 18 more seconds
Powerboost recharges While link still has 66 seconds. Hit it again
Powerboost wears off again, and anther 18 seconds under. Hit it again.
Link has 33 seconds left, and the two recharge together. Ready to hit at the same time.
Basically, animation times have an effect, but it's 15 seconds soft capped, 15 seconds almost soft capped. 15 capped, 15 almost, and repeat. 15 seconds isn't that long and takes some timing and effort to maintain, but if you're soloing, and fighting really tough mobs, it's worth it. The defense with no boosts at all is nothing to laugh at, and the defense with the powerboosted, 90 second-long mind link power alone is really good. That extra 15 seconds of soft cap every 15 seconds of downtime is just that much better. But let's face it, you're a mind dom, will not being soft capped hurt you? If you're using your controls right, no not at all. Basically, lock em down in those last few seconds, and use those 15 seconds to lay down extra hurt with impunity while you have it. Perhaps not god-mode, but it's close, it gives you time to increase damage output and slack on the controls for half your playing time. And if you want to play lazy-mode on a team, you're still a mind energy dom, and you rock without trying to maintain this. Just play like normal for a while (remember you're permadom and almost permahasten just standing there) and when the team wipe starts: BAM!!! PB and ML, soft capped baby. Ride it out and finish off the wave while you mass confuse and suddenly, you're the only one standing. And those 20 purples you can hold in your insp box at level 50 really came in handy during that team wipe, since it only took 1 to keep you soft capped when PB wore off. If my math is right, Every 30 seconds, you'd need another, so 30x20 = 600 seconds = 10 minutes of straight soft cap if you really need it. 400 if you keep a row of eggs.
Not straight actually. With activation time factored in, you won't be soft capped for a little under 10 seconds every 90 seconds. But...... you're a mind dom, deal with it. -
Oh yeah, and perma-dom is 90 seconds. I got it down to 78.
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Ketch, you're a genius!!!! I got hasten 7 seconds under perma, and I got link minds 8 seconds under perma!!!!! Not perfect, but it might as well be. There's a buff indicator that blinks when it's about to kick off, so as long as I'm not drunk or not paying attention, I'll see that it's coming. Then I know to throw out every aoe hold/confuse, and then sleep, that way I know I'm golden and won't get hit hard by the defense drop. Then all I gotta do, is sit there for less than ten seconds and reup on my defense. I can't see a single other thing I can change in this build to give recharge. I'm not willing to change my hold sets, or my melee sets. Already took a purple set in a ranged/confuse/sleep, and the best recharge assisting sets in my fear/confuse powers. 5 lotg's. I'm almost tempted to PM this build to you and delete it, just to have this awesome build to myself, but I'm not really that stingy. I'm mostly a PVE'er, but if I can adapt this to PVP as well by taking TK, I may actually get into going to RV and ganking Tam and Cancer. XD