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Quote:Indeed. You may wish to try your concept as a Mind/Psi dominator instead. Far from under powered its one of the better combinations on red side.Quote:Still has the same problem against machine foes, though, with only Telekinetic Thrust offereing any non-Psionic damage.
Most other psi resistant enemies are not as bad as they tend to be only 20% resistant vs the 50% res that council robots get, although carnival of shadows adds in psi def to complicate things.
If your concept is primarily hero side and you can handle blapping a psi/energy blaster might be a good choice - its not to far a stretch to consider the energy pom-pom's to be TK fists, or something like that and now that you can color the effects to be the same it will look consistant. The only problem is that this combo is going to be pretty much single target focused as psi blast lost one of its AE's to mental manipulation when the sets where designed (the cone). You will be a single target monster though. -
Quote:I think that a lot of folks don't realize how fast the animations in energy blast really are - while the tier 3 blast is nothing special (2.0 seconds vs DP's 2.57) it is still reasonably fast (only fire, ice and archery have faster tier 3's) while energy blasts AE attacks are extremely fast: energy torrent (cone) has a 1.07s animation and explosive blast has a 1.67 second animation - compared to dual pistols 2.5 seconds for empty clips and 2.4 seconds for bullet rain. So while a DP blaster will be busy emptying his pistols at a group of mobs while they shoot at him/run towards him an energy blaster can open up with energy torrent, queue up explosive blast while it is firing and watch everyone go flying in about half the time it takes the pistol blaster. The energy blaster also gets much more reliable mitigation, the only drawback being it's KB and so many people are stupid about KB (both those who use it badly and those who hate it so much).I meant the damage per activation was 5-10% lower, which includes activation times. Really, DP with standard ammo plays a lot like Energy... they have similar AoE potential (aside from the tier 9s, which don't come up every spawn), similar single target damage, both have longish animations, and both do knockback. DP's DPA is slightly lower due to slightly longer animations, but the difference isn't that high. Not having Aim also knocks it down a little in average damage though. Using incendiary rounds makes up most of the damage difference, but at the cost of any mitigation from secondary effects like KB.
Of course Energy Blast isn't exactly known as a top performing set... it's not the worst but it's pretty average at best. Being a little worse than the average set makes DP, well... below average. It's also pretty much a "standard" AoE set (1 cone, 1 targeted AoE, 1 "nuke" that can't be used every spawn), and since AoE damage is what many people make Blasters for that makes it a little more sub-par compared to sets like Fire, Archery, and AR.
Considering the reduced secondary effects that you get from the different ammo types DP needs to have at LEAST as good a DPA as energy blast - as it is, you give up way to much for a small amount of flexibility, at least for a blaster. I think DP is a decent set for defenders and corruptors because they are not as reliant on killing quickly and can leverage the ammo types to match their buff/debuff set. -
In beta I found DP/Devices to be ok but not nearly as good as my archery/device blaster - mostly because archery gets aim and because Rain of Arrows is so much easier to use than Hail of bullets (and is up more often). However, I am a big fan of /devices on blasters because it fits my playstyle - defensive and carefull. Pretty much all other blaster secondaries (except ice) benefit more from an on the edge playstyle where death isn't a big deal and I can't maintain that for long without getting frustrated.
I don't play defenders as their solo speed is to anemic for my taste but I did try a DP/Traps corruptor and i found that to be quite playable. You have a lot of flexibility - you can lay down trap fields and lure enemies into them, you can open with seeker drones to absorb the alpha then run in behind them to drop your traps in the middle of the mobs or you can stealth in, lay down a trip mine for some opening damage and follow up with your other traps and finish off the mobs with Hail of bullets. If you can handle the lower damage of defenders and/or you group a lot a traps/dp defender would also work well - I know a lot of folks blueside who love their traps fenders.
The thing here is that a lot of corruptor secondaries are going to go well with DP -which one is best for you will really depend on the playstyle you prefer. If you like devices blasters, you will probably like a traps corruptor. If you like playing energy manipulation or fire manipulation blaster (high damage, lower mitigation) you will probably like playing a kinetics corruptor. The trick with a high damage secondary like kinetics on a corruptor or fire manipulation on a blaster is surviving long enough to kill the mobs. The 'jump into the mob and fire off fulcrum shift' tactic requires surviving to get to the 'hail of bullets' part, and kin doesn't give you much prevent incoming damage. If you can manage tactics like that, then kinetics might be a good choice (although I dislike planning a toon on a tactic that you can't use until after L38). Otherwise I would suggest traps, dark or radiation - all of which provide a lot of personal mitigation and still increase your damage, if not as much as fulcrum shift. -
Quote:Question for the archers out there. I tried a TA/Archery Defender, and quit out... I just was too frustrated over the low damage. How does it compare for a Corrupter? It looks like the base damage is the same, but does Scourge, etc., make up for it? I would like to make a TA/Archery character work, so I'm hoping it will fly.Quote:Archery, no clue. Haven't tried it as a corruptor yet. Not sure when I'll get around to that. I want to get my Dark/TA and Fire/TA corruptors to 50 before I start another corruptor with a bow.
As for corruptor TA, I'm not dissatisfied with it (any more than i am as a defender), but what I've followed of various discussions suggest to me that many, if not most, other players feel that the set as a whole is too weak for corruptors.
But hey, try it, worst that can happen is that you decide that you don't enjoy it and stop playing it. Not the end of the world.
When archery and TA where in beta for corruptors I tried both an archery/ta and an archery/traps corruptor to see which worked best in order to decide which type of 'natural' corruptor I wanted to play when they went live. I played both characters up to the SO level.
I found archery to be a decent set for corruptors, you get a solid single target attack chain early on and decent, if not great AE (prior to RoA of course). The tier 1 and 2 attacks are lower damage than many other sets but they also have faster recharge, much like fire blast. On a corruptor that is actually a small advantage at low levels as you get more out of scourge - the lower damage attacks have a better chance of scourging without wasting the extra damage on overkill and you can put together a fast attack chain without having to slot recharge. I didn't get up to the sweet spot (Rain of Arrows) but I imagine that would be just as awesome on a corruptor as it is on my blaster.
I found TA to be a bit weak on a solo toon compared to traps and extremely weak in comparison to something like dark miasma. The real problem with TA is the lower values that corruptors get on all the debuffs AND controls combined with the lack of any real ranged mitigation. Mobs like council tear you to pieces before you can kill them and I imagine if I had gotten high enough level to face them I would have had the same problem with rikti. You have plenty of tools to keep mobs at range in TA (glue arrow, entangling arrow and ice arrow) but very little to actually mitigate damage if the mobs can reach you.
The only real non-control damage mitigation powers in TA are poison gas arrow, which has a very low debuff for corruptors (20% damage debuff) and oil slick arrow, which you won't get until L35 and won't be up every spawn (and it's knock down isn't complete mitigation). TA does have some -recharge but not much, especially with corruptor values. Even stacking every bit of -recharge in TA (entangling arrow + glue arrow + ice arrow) you are only going to get -40% recharge - where a single web grenade gives you -50%.
Compared to traps, which has def in FFG, -to hit in seeker drones, - recharge in web grenade and in poison trap (-30% recharge) TA comes off a little short. Compared to a serious debuffing secondary like dark miasma, radiation or cold domination there is no contest. If you group a lot you can probably get by with a TA corruptor or if you don't mind picking your enemies very carefully you could solo but I wouldn't recommend it except for a concept character. -
They do that all the time with NPC's though - take the Sea Witch in Lorenz Ansaldo's arc, she has tornado and lightning storm as low as L20, which a defender would not get until L28/L35 respectively.
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Quote:I have the power on my necro/pain but the problem is I am a bit scatterbrained and keep forgetting to use it, mostly because I play fairly cautiously and rarely lose my pets. However, the couple of times I have used it the pet has seemed fairly solid. Soul extraction is also very useful because it is one of the few mastermind powers that accepts the recharge intensive pet sets. This means that you can use it to slot the pet auro IO's from those sets that give all your pets +5% def and +10% resistance. Stacking those on top of the pet aura IO's from the regular pet damage sets allows you to stack a total of +10% def and +20% resistance on all your pets.Nobody even knwos how long it lasts? I suppose it cant be much good if no one uses it. XD
The 4 pet aura IO's are:
Sovereign Right: Resistance bonus (+10% res)
Edict of the Master: Defense bonus (+5% def)
Call to Arms: Defense bonus aura for pets (+5% def)
Expedient Reinforcement: Resist bonus aura for pets (+10% resist)
While the first two can be slotted by any mastermind in the regular pet summons powers the last two can only be slotted in Soul Extraction, Gang war and Tornado (from storm summoning). For resist based pets and a resist based secondary like pain getting an extra 20% resistance is a huge boost, whether or not you actually use soul extraction.
I checked up on my usual sources for the duration of the soul extraction pet (coh.redtomax.com) but it doesn't show the pets duration. However you can see the pet's that are summoned and thier powers. There are 3 possible ghosts, depending upon which tier pet you are using as the summon fodder but they all have 3 attacks: ghastly blast (4s recharge neg blast), life drain (15s recharge blast + heal), necroplasmic grasp (15s recharge neg blast + mag 3 hold). I assume the different tiers of pets give you more health, etc.
My best guess would be that the ghost pet lasts like any other pet - basically until you dismiss it, log, or use the power to summon a new one. The last time I used it was before the pet duration change and I vaguely remember the ghost lasting the entire missions. Worst case, the pet won't zone with you which means you have an emergency 7th pet usable roughly every 5 minutes with sufficient recharge that will last a mission (or until you zone). -
Quote:Painbringer is going to take a lot (233% recharge total) but World of Pain will only require 166% recharge and you can get 95% of that from slotting, so you will only need about 70% global recharge to get it perma, hasten plus about 20% to 30% in global recharge would probably do that. Also, with that much recharge Anguishing cry will be up a lot more often.Its worth noting that the attack chain isn't really complete now, either - there's sitll a bit of a gap. I may re-work the build to take it, moving some slots around and lowering defence a bit to gain more recharge.
EDIT: The more I play around though, its going to take a LOT of recharge to make Painbringer or the other one even near-perma. Im starting to wonder f its worth the effort. Does anyone with pain just not bother to take them?
I wouldn't worry to much about putting together a complete attack chain on an MM - if you want life drain for the heal and debuff, take it for that but at best even with all 3 attacks you are going to be doing 1/7th of your total damage (maybe 1/6th on a necro since the lich doesn't do so much) and thats a small contribution considering the number of slots you have to invest to get it. Honestly, from a debuff standpoint the other two attacks are better - as I noted earlier between supress pain (400% regen) and nullify pain you are NOT going to be short on healing and spamming nullify pain (which heals your pets as well as you) is going to be better use of your time than spamming life drain.
One of the reasons I decided to go for recharge on my necro/pain is because the secondary lends itself to that very well (and very cheaply). Doctored wounds sets give you great enhancement values in heals and give you 5% recharge. If you want the attacks, I would suggest slotting them with cloud senses - gives you 6.25% recharge for 4 pieces and will allow you to enhance the to hit debuff in the power, which is going to help a lot to stack with the lich. If you then slot your lich with to hit debuff enhancements (he also takes cloud senses) that will add to your defenses considerably. Then you can get a decent amount of def without having to push towards the softcap. Keep in mind with the kind of regen that suppress pain gives you combined with the resistance in world of pain a reasonable amount of def (20% say) will give you similar defenses to a willpower scrapper. -
I don't know what is going on with the links to my builds - they work when I preview the post but then don't work after I post it for some reason.
Unfortunately I didn't save the BS/Shield build I made but here is the data chunk from my fire/shield build if someone wants to use that for comparison:
Code:One key I have found to cheap def slotting is making the most out of the following sets and powers:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1404;665;1330;HEX;| |78DA9D935B6F124114C767B91428779042E905A8D4B62258DFBC3C986835D194845| |8D3F8A0E216C6424216DC5D6CF5C9073531FAEC35BE78F72318BF8697443F8AD6F5| |5C0602F1CD0DFC7F3BE7CCF9CF99DDD9EAEE5A48883B27851639DDD12DABBED130F| |55E4F9AFE6ADFD6ED76D7D0767C4288EC205EAFCA8E9495B36D69DEE2FBDC30B526| |AF4BC392958D565B769A8361FC9CD192A634ECCAE02654EB763B60611BD2B2C26AB| |0DDB2DBC636A7D6A5DE83417430684AD36AB57B8933BD76A372AAA3DF96F5AA6ED9| |D042067A5B81FF5D6C922EC72BAE01E6846B8BD120789A0C49885C224C86011A55B| |9C53C87C670D0814BDCF3A95960AEE9949860F30936F7B3B97FCC3C08E66E3677B9| |D92E3486FB60EB55B6DE372E0CC5DE12B2EF18EF09B31F181F0921B0F5295B5F71A| |4CB326918D2013675054A948E9546667961D120978B6099123E088539E4096F6A18| |2A9E271CA192518D807D54D3A83C5AA0F207501E57DB88F72894B8C13009FB2C864| |DC8F4F9594155526D2399A7D0D418A2B0528A2768A93D2E4D51571A94A6D582690B| |421971C066F41937094B3B8C5D821BAAA6D5C6A7D364E481D08C7AFD33FC4EE6C7C| |13B9C827973AA95B91FF4160A3F090F219353ADE4F864E4F964E4F964E4F96414F8| |6414F864C4616B0BAA6AE11719EDFFCDD863FC21141D867023D2B0D62257698BBCF| |C1237F30AFC9639E35EFE42A195AF8C6F8CEF84D730AFA4D62D3DA1560E3D653C63| |3C27945F301E73B7B06E45B957F8B91C1E073FA504B8AFF23CB14A8765D633FC28E| |18791F57F2235CFF0DB121A45729EE147E90462C3ECFF5E9F428325031726412FA2| |D45036512EA35C41B98AA2A36CA134509CCFC3EAE851ECEB18CA7194132829E84F3| |CC299BE2048102584124689A04451622849942CCA4B14E72F515A0FE7| |-------------------------------------------------------------------|
Stun sets (in boxing): Razzle Dazzle (2.5% melee and area def), Stupify (3.13% ranged def and 6.25% recharge) for 6 pieces each
Multistrike(pbae damage): 1.88% area (5 pieces) and 1.88% melee (6 pieces)
Blessing of Zephyr(travel powers): 2 pieces for 3.13 ranged def. The third will get you 3.13 area def but BotZ -KB are going for 100-200 million inf right now
Enfeebled Operation(immoblize set - use in epic immobilize): 4.68% melee def for 6 pieces. This is a really cheap option for melee def - probably won't cost you more than a 100k-200k influence total with carefull shopping. I have used this set to good effect on my VEATS redside, where touch of death and obliteration are extremely expensive and hard to get.
Powers: Combat Jumping (1.88% def to all), Weave and Manuevers. As Organica noted you can go with hover and get the same def but with a higher end cost and you have to like hovering all over the place.
Soft-capping shield cheaply generally means having both weave and maneuvers, which is going to push the end usage up a lot. Fortunately, scrappers have the option of going with physical perfection, although if you can manage it a miracle & numina unique is very nice as well.
Other tips for funding builds: Blue side story arcs give very good merits. By picking and choosing my story arcs and not leveling to fast I have found I can pick up enough merits for a miracle or numina unique by L30, sometimes earlier, and enough for a second one by L40. If you group a lot try to get into a positron or synapse TF, although that might result in you out leveling the better story arcs unless you turn off XP.
Another option for funding is to buy an LoTG recipe with merits, craft it and sell it the IO on the market - you can pick up 150-200 million influence this way, possibly more. That can easily fund the purchases of obliteration and touch of death sets, which you could not buy with the same amount of merits. -
Here is a BS/SD build that incorporates a lot of the tricks I did in my fire/SD build. I dropped parry - you don't need that if you are at the softcap, and I picked up the fighting pool for weave. This build is just short in area def (44.5) but I had to either short that or melee def or not slot up enough recharge in shield charge (by putting a full set of multistrike in shield charge I can get both melee and area def capped but then you only get 47% recharge in the power). I put crushing impact in hack and disembowel for the recharge bonuses from the set (plus it's cheaper than mako's bite and gives more balanced enhancement bonuses). I put stupefy in boxing for the ranged def and the 6.25% recharge. I put a spare slot in phalanx fighting so you could slot a kismet +acc (to make up for the loss of tactics) and an LoTG + recharge if you can get one.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 4: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
Level 6: True Grit -- Heal-I(A), Heal-I(15), Heal-I(17)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(21)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A), Heal-I(46), Heal-I(50)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 22: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(33)
Level 26: Disembowel -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(36)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), EndRdx-I(37)
Level 32: Head Splitter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: Maneuvers -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(43), EndRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), EndMod-I(45)
Level 47: Grant Cover -- EndRdx-I(A)
Level 49: Combat Jumping -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Here is my current plan to cheaply softcap my fire/shield scrapper to everything but AE (42.5% to that one) most of the sets are actually fairly cheap except for the Obliteration, which I picked up about a year ago on another character when prices where a lot cheaper. (NOTE: the numina's and miracle unique's and the LoTG + recharge are not cheap but they also are not required to softcap, I picked those up with merits earned on story arcs/TF's as it costs less merits to get those 3 than it would cost for a full obliteration or Touch of death set). If I was willing to put out the inf for a BoTZ -KB I could even softcap AE def. I suspect you could adapt this fairly easily to BS/SD, although you might want more attacks from the primary.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
w: Level 50 Mutation Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), F'dSmite-Acc/EndRdx/Rchg(15)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(11), Empty(43)
Level 2: Cremate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), F'dSmite-Acc/EndRdx/Rchg(15)
Level 4: Battle Agility -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 8: True Grit -- Heal-I(A), Heal-I(43), Heal-I(46)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(17), Empty(43)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37), Heal-I(50), Heal-I(50), Heal-I(50)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 22: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(25)
Level 24: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(39), RzDz-Acc/EndRdx(39), RzDz-Stun/Rng(39), RzDz-Acc/Stun/Rchg(40), RzDz-Immob%(40)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(31)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 32: Greater Fire Sword -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Ruin-Acc/Dmg/Rchg(46)
Level 47: Maneuvers -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48)
Level 49: One with the Shield -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run -
Quote:The regen in suppress pain is nearly 400% when fully slotted (between 380% and 390% with ED) - that is almost twice as much regen as integration, which gives you about 250% when fully slotted, so it does a lot more than you seem to think, as it gives that to you and your pets. Life drain, while probably nice on anything but a /pain MM is completely overpowered by nullify pain which does a slightly higher heal for less end on a faster recharge, get's both you and your pets and doesn't rely on a to hit check.Why would you leave out Life Drain if you want to be a tanker mind? That's the best self heal any mastermind has access to. On the other hand, Suppress Pain doesn't really do too much. Only + Regen. I mean, it's nice, but the survivability of your tanker mind would seem to benefit more from Life Drain.
You could put the Convalescence set on Nullify Pain, I think. The proc lasts for two minutes after each activation, so it would still be running on you.
Currently my necro/pain relies on suppress pain + nullify pain + world of pain to take alpha's and does pretty well. I don't run at hugely inflated difficulty levels (+2x1 or +2x2 depending on my mood) but a lot of that is because the pets are fairly single target focused so I have bumped up my level rather than the mob count. I suppose if you want to try and build a serious farm character you could pick up scorpion shield in mace mastery and slot up for smashing/lethal def but if you want a farming MM you are better off with thugs or bots, not necro.
My current plan is to pick up dark embrace to stack with WoP, oppressive gloom to reduce the alpha from minions and get both WoP and anguishing cry up as often as possible, which means slotting for recharge bonuses. Except for a few sets it is hard to slot for both recharge and defense. Since pain domination doesn't offer any def powers as a base it is going to be even harder to build up enough def unless you take scorpion shield - and to build on that you have to slot for smashing/lethal def, not ranged which is going to be hard without melee attacks to slot kinetic combat or smashing haymaker. -
Quote:Bane's cloaking device does suppress - its just that not as much of it suppresses. Cloaking device has 7.5% def and half of it suppresses, leaving 3.75% when attacking, which fully slotted with def is slightly over 5%. A night widow's mask presence has the same total def (7.5%) but 5% of it suppresses when you attack, leaving you 2.5% unsuppressed.And yeah banes take some planning to softcap defenses. They are for some reason stronger with ranged defense than melee, so I've always needed 2 or 3 sets of ToDs to bring melee up to cap. CD:defensive, CT:maneuvers, cloaking device (which if memory servers does not suppress out of hide, unlike widow's mask presence), weave, CJing, steadfast prot unique and 3 sets of ToD put my bane at cap for melee and ranged and about 36% AoE. Run tough and the two passive armors and you can get to around 40% S/L resists as well.
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I went for global recharge bonuses on my necro/pain. I also didn't take any of the personal attacks - I took provoke instead so I could use it for tankerminding when in bodyguard mode. If you want to keep the attacks I would suggest trying to replace the thunderstrike sets with decimation sets for the global recharge.
On my lich I pushed his to hit debuff up with a set of Cloud Senses, which let me slot accuracy and to hit debuff and get 6.25% global recharge.
Here is my current build at L40:
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Pain Domination
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(3), BriL'shp-Acc/Dmg(3), BldM'dt-Dmg(5), SvgnRt-PetResDam(5)
Level 1: Nullify Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(34)
Level 4: Share Pain -- H'zdH-Heal/Rchg(A), RgnTis-Heal/Rchg(11)
Level 6: Enchant Undead -- EndRdx-I(A), EndRdx-I(11)
Level 8: Assault -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Grave Knight -- U'Loyal-Acc/Dmg(A), EdctM'r-Acc/Dmg(13), BriL'shp-Acc/Dmg(13), BldM'dt-Dmg(15), LdyGrey-%Dam(15), Achilles-ResDeb%(19)
Level 14: Hover -- Krma-ResKB(A)
Level 16: Fly -- Flight-I(A)
Level 18: Health -- Heal-I(A), Empty(43), Empty(43)
Level 20: Suppress Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(33)
Level 24: Provoke -- Zinger-Taunt/Rchg(A), Acc-I(25), Zinger-Acc/Rchg(25), Zinger-Taunt(33), Empty(43)
Level 26: Lich -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(27), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(31), Hold-I(31), SipInsght-Acc/ToHitDeb(33)
Level 28: World of Pain -- TtmC'tng-ResDam/Rchg(A), ImpArm-ResDam/Rchg(29), RctvArm-ResDam/Rchg(29), RechRdx-I(31), ToHit-I(40)
Level 30: Soul Extraction -- ExRmnt-+Res(Pets)(A), Empty(34), Empty(40)
Level 32: Dark Empowerment -- Empty(A), Empty(34)
Level 35: Anguishing Cry -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(36), ShldBrk-Acc/Rchg(36), RechRdx-I(36), LdyGrey-%Dam(37), LdyGrey-Rchg/EndRdx(37)
Level 38: Painbringer -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
Level 41: Dark Embrace -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Oppressive Gloom -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Soul Tentacles -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
Level 49: Soul Storm -- Empty(A), Empty(50), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
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Quote:Gruumsh is right - I double checked in RedTomax and it looks like CoD is one of the few (possibly the only) stealth power that doesn't have it's def suppress when attacking. It gives a full 3.75 def at all times where stealth (for exemple) gives 1.875 at all times and an extra 1.875 that suppresses when attacking. Looking at other powers it looks like CoD is modeled after shadowfall and steamy mist - they both give full def (3.75) at all times.I am pretty sure the defense part does not suppress on CoD, only the stealth part.
CoD also offers +perception which is nice as well as immob protection. As far as all the other toggles on Dark Armor, I have never found CoF very useful on my brutes and OG doesn't use much endurance. I do run Death Shroud and seven other toggles. The build requires heavy use of IO set to keep endurance usage under control and get the defense/resist numbers I wanted. -
Quote:I will certainly keep playing both - I tend to switch between my scrappers and brutes depending on my mood. Sometimes I don't like the constant pressure of keeping fury up and like to play a scrapper, other times I like the way fury drives me to keep smashing and smashing and smashing and.. oops, got caught up thereI'm a little concerned about that, actually. Who would want to roll scrappers anymore once blue brutes hit?
I'm secretly hoping they work the archtype vantages a little to improve some hero archtypes.. Seriously though, on brutes I find myself getting annoyed when the phone rings, or my cat walks acrossed my keyboard and pulls me away from the game long enough to drop my fury, or those loooong maps (caves, some lab maps, etc) with huge gaps between mob groups where I have lost half my fury by the time I get to the next one.
Its nice sometimes to start a fight with higher damage - also, depending on the team it is sometimes easier to play a scrapper since you don't have to worry about someone else stealing all your aggro and cutting down on fury generation. Also, if energy melee ever gets ported to scrappers I will finally play it again - having your two best atacks actually be net fury losses is a pain on a brute which is why I retired/deleted both my EM brutes. On a scrapper it won't matter as much. -
Quote:Someone in game suggested deleting the coh.checksum file to force a recheck of all files - so that is one fix. I have just backedup my PIGG directory for the time being so I can manually replace things.Oh yeah. Just did that to me after I mapserved. It deleted TexWorldSW. It won't actually download it this time. I actually created a dummy copy of that file and the instant I started the game up, it was deleted. I recreated the dummy and told the updater to verify files so it checked all, then deleted that file. I'm going to get a copy of the file from a friend and save copies, then I'm going to create a bypass updater link and use that.
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Quote:It looks to me like the updater is running some kind of a mini-update/cleanup after you logoff that is erroneously deleting pigg files - I just had the problem re-occur and I noticed that not only was TexWorldSW.pigg missing but so was TexWorldV1 and TexWorldV2. I suspect until they fix whatever they did to the updater it might be to our benefit to back up these files.I deleted TexWorldV1 but didn't have TexWorldSW. After repairing V1, things were still broke. I restarted and this time the game repaired (ie downloaded for the first time) TexWorldSW. It then repaired V1 again. Things were fixed.
One of my SGmates didn't get SW downloaded at all after manually verifying, so instead I had her create a text file and name it TexWorldSW.pigg and sure enough THAT triggered the repair and she's all set. -
Quote:Same thing just happened to me - I had the problem, deleted the piggs and it went away, then I logged off for a while. I came back in game and everything was white again - it looks to me like some process that is running after we leave the game is corrupting the files as I did NOT see a file update occur between the time it worked and the last logon.Deleting those pigg fines worked fine for me until I logged off and rebooted, the problem seems to have come back, just tried deleting the piggy files again but when I logged back into the game the white walls were back *sighs deeply*.
Trying to fix things again but I am also going to open an in game ticket.
EDIT: Looking at my piggs directory I notice that I no longer have a TexWorldV1.pigg, TexWorldV2.pigg or TexWorldSW.pigg file in my regular CoX directory although my CohTest directory has them. Doing a file check doesn't replace them, which it did before.
EDIT2: So, I deleted one of the other PIGG files, forcing it to recheck them all -it replaced the one I deleted and the 3 I was missing before, clearing up the problem. AT this point it looks like something is deleting one or more of the trouble files (TexWorldV1.pigg, TexWorldV2.pigg and TexWorldSW.pigg) after exiting the game. I backed up those files for the time being in case the problem occurs again, I would suggest other folks do the same. I am going to bug this in game. -
If you are looking for DPS chains and how to get them, check out either of the "The results are in..." threads started by BillZ up at the top of the forum. For actual build suggestions, I would just search the forum, there are plenty already posted. I do have a FM/SD scrapper and could post the build I am working towards but it's not an AV killer build - its just a general purpose softcapped build (cheaply softcapped for that matter) that can handle most situations.
However, if you are looking for a toon to be primarily for AV soloing I suspect that DM/SD is your best bet - both DM and FM should be able to produce enough DPS to take out an AV but DM gives you a heal in siphon life that will probably make a huge difference - even softcapped an AV is going to hit 5% of the time and when they do it is probably going to hurt, a FM scrapper is going to have to take aid self or carry greens to recover from that where a DM scrapper can rely on siphon life. -
I tried your workaround Ocho and instead of white polygons they had turned blue, so I tried exiting and re-running the update - this time it updated TexWorldSW.pigg and that fixed the problem.
So if just forcing a file check or re-running the updater doesn't work folks may need to try deleting (or renaming) both the following files:
TexWorldSW.pigg
TexWorldV1.pigg
EDIT: Obsidius beat me to it :-) -
Quote:Keep in mind that most nukes also do a good portion of their damage up front and can clear out part of a spawn right off the bat, where HoB is a DoT that can have widely varied damage, so you take return fire from EVERYONE you have just aggroed and you can't even be sure you will take any of the spawn out. So its not just the extra 1.17 seconds.I do it all the time on my blaster. Not with a nuke granted, I very rarely take nukes. With super speed, at very least, you land very far away from the enemy, so at best they can shoot you once, or not at all. I assume you can do the same with Super Jump, but perhaps my ignorance is showing. True, the environment can get in the way sometimes, but it's better than just standing there and becoming dead, no?
It mitigates a lot of damage at any rate.
*Edit*- Looking at Mids, it seems *most* Nukes take about 3 seconds to animate. is that 1.17 extra seconds really the difference between life and death everyone is making it out to be?
As for jousting, I am glad the tactic works for some folks, I haven't been good at twitch tactics for the last decade or so (man I hate getting old, not that I was realy a good twitch gamer when I was younger) and I don't think the dev's should balance a power around a questionable tactic that takes advantage of the game engine.
Personally, I think a fear or -to hit effect would be the most thematic approach (foes cowering/ducking for cover), far more than giving you def. The argument for getting def is stretching things quite a bit - arguing that you are "twisting around in place and dodging" could actually apply to several attacks in the pistols set - dual wield for instance looks pretty twisty and dodgy to me, as does bullet rain. -
Quote:RedTomax shows the AE fear as having an accuracy of 1 and the single target version as having an accuracy of 1.4 and none of the effects are listed as being autohit, so yes, it looks like both will need to hit. The single target attack has a recharge time of 6 seconds and the to hit debuff is 20s duration, so it might be able to stack. For single, big targets (like EB's or AV's) I like to just stack spectral terror as much as possible - with the amount of recharge you need to even consider taking on an AV you would probably be able to keep at least two out.Have a couple things I'd like to clarify about ST.
The Fear isn't auto-hit, correct? Does the Fear need to hit and/or stack for the To Hit debuff to take effect? That is, does ST need to be around for a while before the To Hit takes effect on an AV?
I'm 1.5 bars from 50 with the Ill/Rad and about to start the Maria Jenkins arc. So, the ST effect on AVs would be helpful in game-planning the attack.
Thanks. -
Quote:The problem is that you are rooted in the middle of all the mobs for 4 seconds while the damage ticks away - so not only do they have a chance to alpha you, they generally get at least one follow up attack, since the damage is a DoT and not upfront like most nukes. Then, if you where unlucky and enough of the ticks did not go off (since each tick has only a 50% chance of happening) enough mobs around you will be alive that you will take serious follow up damage. For blasters this can be deadly and a defender/corruptor needs to have some serious defenses/debuffs to survive.To be fair, I haven't actually tried it out, just saw it in action. It was pretty comical, to me.
Couldn't you just Joust the power anyway? Seems like that would get rid of the whole "Ahh, they're shooting me I'LL SHOOT THEM" problem.
It's definitely not a BAD attack, just not good enough to justify a 2 minute timer.
EDIT: FYI - for those who lost track of the replies, this is in reference to Hail of Bullets, DP's nuke. -
Well, a night widow is basically a claws/DEF stalker who uses a mix of leadership powers, personal def powers and mindlink for defense and a mix of attacks similar to the scrapper claw attacks and some oddball stuff (ranged dart attacks and some mental blasts) for offense.
You want to take combat training: defensive, tactical training: manuevers, foresight, mask presence and mind link as your defensive suite. Slot up CT: defensive, foresight and mind link as soon as possible - you get the best def from those powers. You want to slot mind link up with def/rech IO's to cap both def and recharge (since it doesn't take plain recharge enhancements) and get enough global recharge to make mind link permanent (or as close as possible) since that provides 15% of your global defense.
Offensively you want to take either follow up or build up depending on whether you want burst damage (from build up) or the constant boost from follow up - I think most nightwidows go with follow up. Then you finish building a single target attack chain from the following powers:
Mental Blast
Poison dart
Swipe
Strike
Lunge
Slash
Then pick and choose your AE atttacks from Dart Burst (cone), spin, eviscerate and psychic scream.
I have a nightwidow build on my one widow character but I primarily play her fortunata build as the nightwidow is to much like the claws stalker I already played to about 40, plus I have a claws brute I can play if I want claws. So I haven't touched the NW build since the late 20's so I am not sure I can advise you on a specific build. I know that the ranged dart attacks are not considered all that great although I took dart burst on my fortunata as a finisher AE attack. I think some of the claw attacks have bonus damage from hide like the mace bane but I don't know which ones - for a nightwidow those would be the ones to take for your single target attack chain. -
I frankenslot my attacks at L22 instead of using SO's - I find that gives me a lot more flexibility, although as Supernumiphone noted it's getting harder and harder to do that redside so if you plan on that start putting out bids at least a week or two before you expect to get to that point, if you can. I also frankenslot non-attack powers that have cheap sets, like controls on my dominator's and heals on any character. I use SO's for everything else until I hit L27 then I switch over to level 30 common IO's. I have a crafter with all the recipes for the most commonly used L30 IO's, at least for non attack powers (heal, end reduction, end mod, recharge, movement powers, etc).
I pretty much run with this combo until I hit the 30's then i start putting together IO sets that will give me decent enhancements - crushing impact sets for my melee attacks, thunderstrike or decimation for my ranged attacks (depending on whether I want def or recharge), etc. I used to be able to slot up fears, confuses and other type of powers fairly cheaply with good sets (glimpse of the abyss, malaises illusions) but the switch to merits and the corresponding purge of almost all mid-level recipes for the rare IO's in these sets has made that difficult, if not impossible.
I have a bad habit of getting bored with most characters in the late 30's, early 40's and moving on to my next alt (or working on one of the half a dozen I have already created) so I don't do end game/level 50 builds, which is why I like to IO my characters out in the 30's. Because of this I generally don't try for uber, purpled out builds (or even non-purple uber builds) so I don't mind slotting up sets that give decent, if not great, bonuses that are easy to get.
If you DO plan on going to an uber, end game build (whether or not you want to use purples) I would recommend sticking with cheap frankenslotting and common IO's until you hit 47 and can slot L50's. You will find much more available at L50 (or the max level for the recipe you want) since that is where most of the rare recipes are being generated these days. I won't say the good recipes are cheaper at 50 but the are usually available, where you might not find anything at lower levels. Waiting until 50 to replace the cheap sets means you aren't going to have to burn a respec to save any 'good' IO sets you may have already slotted, where if you start adding in decent sets in the 30's then want to upgrade to L50 sets you will have to either overwrite the sets you put in before or use a respec to pull them out.