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Posts
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Like everyone else said, world of confusion is useless. You get more survivability by staying at range. I wouldn't suggest it on anything except something that already lives in melee like kinetics, but even then I would look at them funny for using it.
As a silver lining it DOES look pretty cool. -
You're experiencing the same feeling that everyone else on the trial is feeling. People's individual contributions become less and less important the more people you add to the team. This is more of a trial thing than an incarnate thing.
As for incarnate powers themselves, they make everyone redundant, not just empaths (though destiny is pretty bad about making defense people less useful). -
I always figured that the idea behind defender tanking was that it doesn't matter who has the aggro because you've debuffed the enemies or buffed your allies so much.
EDIT: Procs should get you aggro at the same rate that any other type of damage would. If you're the first to attack and you do solid damage, you should be able to keep aggro from most of the enemies until they're dead. -
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Quote:Large team feedback (8 people)The point is to discuss challenge in mission content and how to make things challenging for solo players, small teams, and large teams, without just turning on and off the AV button.
The problem my group has been having in content lately is that, even on +4 difficulty, enemies die too quickly for everyone to feel like they've contributed to a fight. The people with fast reaction times and fast characters drop all of their area attacks on to a group of enemies and then there are just a few bosses left in the couple seconds it takes for slower people to make it in to the fight. This causes half the team to rightfully feel like they aren't even playing the game because they don't have area attacks and they spend most of the fights trying to target a boss that's not dead yet and get an attack in on it.
I've had this opinion for a few years now, but the more I play the more I believe that minion rank enemies are the cause of this game's area damage favoritism in big teams. This is especially true on incarnate trials (this thread doesn't focus on those, but I'm mentioning it as an aside). Minions serve absolutely no purpose in a mission with 8 players except to make area damage more important and make people using area damage feel more important, barring specific enemy groups like the cimerorans that have strong support minions.
I think that my experience would be much improved if I had the option to make minions STOP spawning in teams with many high level players, with them replaced by the player equivalent in lieutenants, bosses, and possibly an EB if the enemy group has a generic one. This would go a long way towards helping my fights to take longer so everyone in my groups can contribute. -
Quote:That was me, actually :PSomeone recently (less than a month ago, I forget who or when exactly) posted a chart with the res debuff timers stacked in two different attack chains, and showed that shout does increase the debuff and the overall damage.
Quote:I love all of you<3
This build... is great. It has amazing recharge and everything seems to be slotted much more efficiently, some powers even better than before. The only thing traded off is ~150hp and the regen, but i can fix that with accolades.
Thanks so much -
Two apologies
First, I'm using a beta version of mids and it's rare for older versions to be able to load builds from newer versions, so I'm sorry if this won't load.
This leads in to my second apology. I did a long export so people could take a look at it even if they couldn't load it. So sorry for all the space I'm about to take up.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Time Crawl- (A) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (7) Apocalypse - Chance of Damage(Negative)
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (9) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (11) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (19) Recharge Reduction IO
- (A) Doctored Wounds - Heal
- (19) Doctored Wounds - Heal/Endurance
- (21) Doctored Wounds - Recharge
- (21) Doctored Wounds - Heal/Recharge
- (23) Doctored Wounds - Heal/Endurance/Recharge
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (23) Pacing of the Turtle - Endurance/Recharge/Slow
- (25) Recharge Reduction IO
- (25) Unbreakable Constraint - Chance for Smashing Damage
- (27) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (27) Neuronic Shutdown - Chance of Damage(Psionic)
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (29) Dark Watcher's Despair - Recharge/Endurance
- (29) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (31) Decimation - Damage/Endurance
- (33) Decimation - Damage/Recharge
- (33) Decimation - Accuracy/Endurance/Recharge
- (33) Decimation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Recharge
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Empty
- (A) Aegis - Resistance
- (36) Aegis - Resistance/Endurance
- (36) Aegis - Resistance/Endurance/Recharge
- (A) Touch of Lady Grey - Recharge/Endurance
- (36) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (37) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (39) Doctored Wounds - Heal/Endurance
- (39) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Recharge
- (A) Doctored Wounds - Heal
- (40) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Recharge
- (A) Aegis - Resistance
- (43) Aegis - Resistance/Endurance
- (43) Aegis - Resistance/Endurance/Recharge
- (50) Steadfast Protection - Resistance/Endurance
- (50) Steadfast Protection - Resistance/+Def 3%
- (50) Steadfast Protection - Knockback Protection
- (A) Stupefy - Accuracy/Recharge
- (43) Rope A Dope - Accuracy/Recharge
- (45) Recharge Reduction IO
- (A) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Expedient Reinforcement - Accuracy/Damage
- (46) Expedient Reinforcement - Damage/Endurance
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (48) Expedient Reinforcement - Endurance/Damage/Recharge
- (48) Recharge Reduction IO
- (A) Run Speed IO
- (A) Endurance Reduction IO
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Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (11) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
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The EBs in the new DA content is something I really don't agree with for two reasons.
The first reason is that this isn't supported by the story. We're constantly being told that the things we're fighting are super pumped up and incarnate level, but they're the same level 50-54 things we can fight in many other areas, and then we come across an EB version of someone who is an AV in other types of content, even though they're supposedly stronger than the time we fought them as an AV
**SPOILER**
Requiem
**SPOILER**
The other reason is mechanical. If I set my options to allow for AVs, then I want to fight AVs. The content being intended for solo and small teams isn't a valid rationale in my mind for two reasons. The first is that there is no reason it cannot also accommodate large teams, and the second is that EBs are a huge anticlimax even for a small team. Even at +4 difficulty with four people on the team and half of them with no incarnate powers, I'm finding the DA EBs to be pathetic speed bumps less challenging than the groups we fought to get to them. So the goal of providing challenging content for small teams is not being met right now. -
Quote:From a min/maxish perspective, going with scorpion shield and capped defenses is best. The difference isn't so huge that you should give up on power build up if you really like it though. My main defender has a resistance shield +tough and he's very survivable (I'm storm though, so that's an advantage there).I'm sure that with Tough + Temp Invulnerability, Weave, Maneuvers, and some clever slotting, I could softcap my S/L resist and get some decent defense, but truth be told, I don't know how effective resistance is when compared to defense. Any suggestions?
Resistance pros: More predictable survivability
Defense pros: Better average survivability, more able to dodge holds and such -
It is impossible for a chain with only shriek and scream to be seamless. You would need to get scream's recharge time under 1.188 seconds, which isn't possible even with outside buffing because that's beyond the hard cap for recharge rate.
Your build specifically has over half a second gap between shriek's animation time and scream's recharge time. With tier 4 spiritual, it would be reduced to slightly under a half second.
Another big reason is that ranged damage sets give great set bonuses. -
You don't have to limit yourself. At level 50, you have enough powers and slots to do everything your powerset combination is capable of. So healing, buffing, damaging, and resistance debuffing are all things you should be able to do well without requiring a sacrifice on any of them.
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You definitely want temporal selection, shout, and screech in your build. Amplify you can easily take out as its damage buff isn't worth it and you're already accuracy capped against +4 enemies with farsight.
For alpha slot I suggest agility or spiritual. -
I wouldn't suggest using the -recharge procs. The benefit from it is negligible.
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They are, but the proc is weird and involves placing an effect on the user, so it's difficult to predict how it will work in the powers with odd mechanics. I would guess that you would only get a proc from when you first cast caltrops and such, but I wouldn't be surprised if someone who tested it came in and said I was wrong.
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I was leaning this way at first too, but I decided to leave it in because of its utility in keeping the team together during trials. I'm not big on aim, but it's definitely not a bad choice. If it were my character, I'd get irradiate, but then we start getting into different playstyles.
This is one of those situations where the defender's endurance discount comes in handy. That said, my two recharge reductions in the IO build are definitely overkill. -
I put a build together. It's pretty expensive, but it's nothing -obscenely- expensive. The most expensive thing here is the apocalypse chance for negative energy damage in neutrino bolt. I guarantee that it's worth it though. It'll take some time, but regular teaming at level 50 and doing the weekly strike targets should let you work towards it without having to grind.
I focused mostly on recharge rate while getting defense wherever possible.
Stats: 14-19% defense depending on type, 67.5% recharge bonus.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Sivad: Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(5)
Level 1: Neutrino Bolt -- Apoc-Dam%(A), Achilles-ResDeb%(7), ShldBrk-%Dam(7), LdyGrey-%Dam(9), HO:Nucle(9), Thundr-Dmg/Rchg(11)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(15)
Level 4: Absorb Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Rchg(48)
Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(46)
Level 8: Hover -- HO:Micro(A), Flight-I(19), Flight-I(19), LkGmblr-Rchg+(50)
Level 10: Electron Haze -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23), LdyGrey-%Dam(25)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(45)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 24: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(46)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 30: Recall Friend -- Range-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(48)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), LdyGrey-%Dam(42)
Level 38: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 41: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), Aegis-ResDam(43), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Clear Mind -- EndRdx-I(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-End%(48), P'Shift-Acc/Rchg(50)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Hey, welcome to CoH (I'm sure you've had lots of people say that, but just in case). The first thing I need to get out of the way is this 'pure healer' business. It's actually a pretty common request on the defender forums and it's become kind of an in-joke for us. It's possible to make very flexible character in city of heroes without sacrificing strength in your specialty.
In other words, don't just do healing! You can help in lots of other ways while still being a great healer. So I'd suggest you shift your build concept from 'pure healer' to 'healing focused'. For example, radiation blast has great area attacks that will allow you to help out in defeating mobs of enemies when your team's health is full, and cosmic burst has a stun which will neatly take care of any minion or lieutenant that comes after you.
You definitely chose the right ancillary pool. Power build up will make fortitude and your heals ridiculously strong, and conserve power will make sure you can always do the job. Dark mastery is a good option as well. You would give up power build up, but being able to revive yourself with soul drain could let you get up and make the difference in a bad situation.
The build I made here has similar power choices as yours, but I put in the radiation blast powers that will be most useful to you. They're all ranged attacks, so you should still be able to hover safely while using them. If you want an invention build as well, just say so and I'll crank it out. Radiation blast can do a lot of crazy things with inventions.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Sivad: Level 50 Science Defender
Primary Power Set: Empathy
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Heal(A), Heal(9), Heal(21), RechRdx(23), RechRdx(34)
Level 1: Neutrino Bolt -- Acc(A), Dmg(23), Dmg(25), Dmg(25), EndRdx(34), RechRdx(50)
Level 2: Heal Other -- Heal(A), Heal(3), Heal(3), RechRdx(7), RechRdx(31)
Level 4: Absorb Pain -- Heal(A), Heal(5), Heal(5), RechRdx(9), RechRdx(33)
Level 6: Resurrect -- RechRdx(A), RechRdx(7)
Level 8: Hover -- EndRdx(A), Flight(34), Flight(37), Flight(37)
Level 10: Electron Haze -- Acc(A), Dmg(11), Dmg(11), Dmg(19), EndRdx(21), RechRdx(39)
Level 12: Fortitude -- DefBuff(A), DefBuff(13), DefBuff(13), RechRdx(15), RechRdx(15), RechRdx(17)
Level 14: Fly -- EndRdx(A)
Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(46)
Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(46)
Level 20: Maneuvers -- DefBuff(A), DefBuff(40), DefBuff(40), EndRdx(42)
Level 22: Tactics -- EndRdx(A)
Level 24: Vengeance -- DefBuff(A), DefBuff(48), DefBuff(50)
Level 26: Regeneration Aura -- RechRdx(A), RechRdx(27), RechRdx(27), Heal(46), Heal(48), Heal(48)
Level 28: Cosmic Burst -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), RechRdx(39)
Level 30: Recall Friend -- Range(A)
Level 32: Adrenalin Boost -- RechRdx(A), RechRdx(33), RechRdx(33), Heal(45), Heal(45), Heal(45)
Level 35: Neutron Bomb -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(40)
Level 38: Power Build Up -- RechRdx(A), RechRdx(39), RechRdx(50)
Level 41: Temp Invulnerability -- ResDam(A), ResDam(43), ResDam(43), EndRdx(43)
Level 44: Assault -- EndRdx(A)
Level 47: Conserve Power -- RechRdx(A)
Level 49: Clear Mind -- EndRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(42), EndMod(42)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Personally, I'm hoping for unlockable sub-archetypes which use slightly different sets but still have the same modifiers and such. For example, a choice between melee/assault/ranged for people, control set instead of buff set for masterminds, etcetera. Basically stuff that isn't more powerful than the standard option but isn't so gimped that it renders the character unplayable.
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Buff/Melee is something that I and many other people would love to play.
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Quote:Yeah, it does. There are a whole bunch of tiny variables that I didn't account for because I couldn't, but that graph is about as close as is possible to actual results without doing real world tests. The biggest inaccuracy to the graph is that I don't account for missing, which affects sonic blast more than other sets since it causes you to miss out of the -res of your previous attacks as well as not applying -res to your future attacks.That is a very interesting chart there. Do the damage calculations apply scream's own debuff to the ticks after the first tick of DoT?
My brain was mush for the rest of the day after making it. -
(this is a response to the original post. I have not read the full thread. Apologies if I kick a dead horse and say things everyone else has)
I ran the numbers awhile back and these were the results.
http://boards.cityofheroes.com/showthread.php?t=262373
Trick arrow is indeed one of the weakest buff/debuff sets, for a number of reasons that are listed in that thread. There are a number of caveats that I need to hit on though.
Firstly, there is no such thing as a useless powerset, barring specific circumstances. Every character in city of heroes has the potential to turn the tide of battle and make the difference between a team wipe and an effortless victory. Trick arrow just has less potential than other sets and requires more work to reach that level of power.
Secondly, there are lots of people that have tons of fun with trick arrow, and many of them are fully aware of its limitations and accept them. If you enjoy trick arrow and do your best to build the character and work on teams, there is no reason to feel like you're mooching. -
I love you.
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Quote:Your ideal chain with sonic blast will include shout unless you're near the recharge cap since it's not possible to make a seamless chain with just shriek and scream.It may seem good but it has an atrocious 2.66 cast time, reducing it's DPA considerably.
http://www.cynicslair.com/jtf/galler...09_6_19_07.png -
Will you show up in the sexy furry biker outfit I made for you?