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Quote:I'll recommend Plant/fire.Don't have a ton of inf, maybe 50 mil or so. I am returning to the game to play along side my wife who is brand new to the game, and two friends that will be coming from DDO as soon as COH goes F2P. I am looking for a toon that can do control, heal and hold its own in the DPS department. Basically a team support oriented character that can still do good damage. Thats why I was initially looking into Doms. Never played one before and it seems like it would be fun. I am not really looking to min/max the toon, just looking for something fun to play to support the group I will be running with until they get an initial grasp on their toons, while still keeping up on the damage side of things.
Plant has some good powers that have very affordable IOs (sleep, confuse, etc). Carrion Creepers actually do better with SOs or common IOs than sets (except for damage procs) because it's a weird power. This makes your key set cheap.
As others have said, doms don't heal. But plant has a few tricks. Very early it gets a confuse that you can use to get enemy healer onto your side temporarily, or a skyraider's forcefield generator. Plus all those guys now on your side aren't attacking your team, reducing incoming damage significantly. It does get a spirit tree for faster regen, but that's not so powerful. It's a nice help. Creeper vines also have the great effect of drawing aggro. So while you don't heal you do protect the team alot, and all of these except the tree also cause damage while protecting.
All attack sets will be comparable in damage, but fire has the best output. Plant has wonderful early mitigation so the lack of a secondary effect with fire won't hurt you as much.
also, check this thread, Seebs is dead serious about the offer and you are exactly the kind of person he's looking to help out.
Next, look into hero/villain merits for tip missions (can start any time after level 20) and they will let you get any recipe you want for free. I recommend Luck of the gambler +recharge, Numina's regen/recovery, and miracle +recovery. Then craft and sell and use the money to buy what you actually want/need.
Last, a note about healing: It is hands down an without question the absolute worst form of survival in CoH. That is not to say it has no value. But you never "need" a healer. And 99.99999% of the time if you think you do, you really need more defense. Stacked maneuvers (from the pool power) or a defender/corrupter with forcefields will do vastly more to keep you alive than the most powerful heals in the game. If you can't get defense, then resist is second. Sonic and thermal are both great sources of +resist for teams. Only once defense is capped and resist is as high as you can get it, do you look to healing to make up anything else.
the key reason is that healing can only replace what you lost. On a squishy, you don't have much room to lose. Defense can cause that 6,500-point attack from an enraged Bobcat (AV at the end of Tin Mage taskforce) to miss completely. No healer can keep you alive if the attack hits. Resist can cause the 6,500-point attack to only deal 650 if it hits (but for us squishies it's still 1,650 which will drop us anyway except for the 1-shot code).
So don't focus on healing. Look for defense, then resist, then heals are nice to add on. -
Quote:That's true. But against anything where you need higher damage than a blaster the -regen and -res do come into play.Careful... that Ill/Cold build is only high on the damage scale because of -Regen affecting the target used as a benchmark (a Rikti pilon). It does good effective damage against big targets because the -Regen affects the kill time, not because it does huge actual damage. Against normal enemies Illusion Controllers have hilariously mediocre damage... even Stalkers can do better.
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Quote:If you have the patience, 30 hero/villain merits or 60 empyrean merits will get you the 3% Def PvP io as well.ED capped Weave/Maneuvers, CJ (w/ Kismet/LOTG/Defense IO) and a steadfast+def gives about 17% defense.
With boosted farsight, and that 17%.. should be at about 39% M/R/A.
6% defense left for cap isn't much.
If you're insane and have way to much time in-game that's only 10 days for the empys. =) Though I don't know anyone who can pull that off reliably. -
Would it be against any rules to advertise in the help channel in-game? I mean, you're not RMTing, you're not selling... seems ok from that point of view.
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Quote:The day job jet pack power can be permanent if you log out at the right spot. And the rocketboard is permanent.Any of these which aren't temp powers? I wouldn't want a character to rely on a 30 day jetpack, for example.
The steampunk jump pack is basically permanent and that works like flight if you keep applying thrust. Plus it has a unique look. -
Stalker with snipe to pull and use placate to get rid of the second AV. then you only have 1 to deal with. A bit easier than using a mind dom on Auto.
Now, can a stalker solo a RV AV?
no idea, but dark/nin/?? might have the tools with two heals, and a decent tier-9 to make up for the low defense. Probably needs -regen though. Not sure on that bit. envenomed daggers? -
Nihili has the best summary I know of:
Quote:I'd like to pick Vanguard or Polar Lights/Drones for concept purposes, but Romans are so far above other pets in ST DPS (which is what I want from lore pets) I will most likely pick these.
Personally, I think the nice choices from a minmaxing perspective are
ST melee DPS : Romans
ST ranged DPS / GM hunting without regen debuffs : Longbow
AoE damage : Clockwork, with the caveat that if the chain power still isn't fixed (I haven't checked if it is), it steals XP so may steal rewards
Buff : Phantoms
Debuff : Storm Elementals -
You're too late by 4 years.
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Quote:While UGT is longer, I think that people will figure it out and it will replace lamda. It's like an ITF on steroids: Waves of EBs and a few technical AV fights but with planning and experience it's easy and has immense rewards.
On Liberty, if you're not running as an SG, most of the time, recruit time takes about 15 minutes. Even longer for Keyes. And I think the only reason folks do UGT now is because it's new. In another couple of weeks, they revert back to Baf.
Do it wrong and it's a frustrating grind fest (remember when ITF was new and people had trouble with the healing and auto-hit aoe nictus? UGT is in that stage right now. I think, and I hope that a reliable strategy for the lichen AV and the Avatar propagate out to the masses and it becomes the new ITF.
I wasn't paying enough attention and the wiki doesn't say, but I believe I got more than 10 astrals on a complete run and I believe I got 4 for only getting less than half way and failing. I know I pulled in 76% lore experience in one completed run, and I know I got 47 threads on that same run. The run took 1 hour 18 minutes. I have no idea what speed groups in 2 months will be able to achieve but I know it will be grotesque and I want to be a part of it. -
Quote:Also, it's great for sets like Eradication or Kinetic Combat, where there is an attribute (Endurance or accuracy respectively) that only has 1 piece giving the bonus. You can focus your efforts on that piece. Unfortunately those cases it tends to be starting with a smaller value, but still. It's something.If what you're saying is true (the boost is % based of the existing value, not related to the level of the IO) then it almost seems that it should work the other way.
That is if ED still effects the result, then you'd want to add the IO enhancers to a power that's slightly under-slotted. For example, if I had only two damage IOs slotted in a power, and applied the maximum enhancer to both, I'd now have the equivalent of 2.5 damage IOs in that power. So 4 or 5 slotted power seem to benefit the most. Where's as powers that are 6 slotted already with purples and, as you put it, deep red already, wouldn't benefit due to ED.
That's darn interesting. Mostly because I have some powers like that. Stuff that's lightly slotted to say 83% total enhancement. A 25% or 50% boost might be just what I need.
I need to try this out on the test server I guess. -
Quote:Three problems with that:You can always test this stuff out on test/beta server if you really need to know.
#1 I've never managed to get onto the test server successfully, and gave up back around i14.
#2 I only have very limited time in-game (I work over 90-hours/week from 6am until 10pm Sunday through Friday) so what little time I do get, I want to keep the rewards.
#3 As a result of #2, I'm so sleep deprived I don't trust the results of any of my own testing. =) -
Quote:I guess where I'm a bit different is I'm thinking that there's basically no way to keep ninja's from dying. So the faster I can resummon them the better. The recharge is for me, not them in that sense. The piles of dead ninjas is just sort of the experience of the set as far as I can tell. If you play ninjas, you get dead ninjas.No. Just no simply because the +recharge powers do not work on the pets. There is no point to playing this set or any set that boosts recharge on a mastermind simply because you get little to no benefit. Sure the last power might make your other powers recharge but thats not going to help you as much as it would a defender or corrupter that actually has attacks that does real damage. I am only doing time on defenders and corrupters.
What I would love is for the training powers to become toggles that hit your summons as you summon them, not clicks you use after summoning. Then, I could be like one of the villains in a Bruce Lee movie and send waves of ninja's to their death to wear down my enemies via attrition.
Sadly, the concept doesn't work in game any better than it does in the movies (Bruce Lee or equivalent hero always beats those sorts of villians). But it is such a classic villain that I'm sort of hoping there's a variant of it that is possible.
solid point on it being better with defenders and corrupters. -
Quote:Thank you, that's really helpful! that not only explains the difference it gives me ideas for using both.Well. I don't know if they changed anything for scrappers, though I doubt it. But for the ATs which already have them, the differences between mace and axe are:
Both have 4 single target attacks. Axe's all do KD/KU, with 40%/50%/50%/70% chances. Three of mace's do stun, but two of those are ignorable (10% and 20% for mag 2). Clobber, however, is 100% mag 3. The last mace attack is 75% knockup. The damage on the first three attacks is the same across sets, but mace's clobber blows axe's swoop out of the water with significantly higher damage and a shorter animation time (longer recharge, but it's worth it). The animations on axe's 2nd and 3rd attacks are slightly faster than on the corresponding mace attacks, however.
Both sets have a PBAoE, narrow cone, and wide cone. Axe's PBAoE does slightly less damage than mace's for some reason (~90% as much, same end/rech), but does have a much more reliable secondary effect (50% KD vs 30% mag2 stun). Axe's cones both do about 20% more damage than their mace counterparts, however mace's recharge faster and have better areas/caps - axe's narrow cone is a 20deg 'headsplitter' cone while mace's is a 45deg 'shadow maul' cone, and mace's wide cone is 1 foot deeper than axe's and has a 10 target cap rather than 5. Both of mace's cones have guaranteed KD, as well, as opposed to axe's 80% and 50% chances for KD.
So, bottom line. Axe has more consistent secondary effects (all KD/KD instead of a mix of KD/KU/stun), and doesn't have any powers with really bad secondary effects (like the mace powers with 20-30% chance for mag 2 stun). However, the secondary effects on a few key mace powers are much more *reliable* than the corresponding axe powers, and mace probably has somewhat better AoE overall thanks to being able to reliably hit more targets. Mace probably has a bit better ST damage thanks to the awesomeness that is clobber, but axe has some really nice chain KD on single targets. Mace is also smashing, where axe is lethal - they're both often resisted, but it feels to me that smashing is resisted a bit less so than lethal. I am of the opinion that mace is a slightly better set, but I don't think the difference is huge.
Also, @claws,
Quote:My choice would depend on my secondary.
If I were playing something like Dark Armor, Electric or Fire, I'd go with Broadsword, because Parry is just that good at adding defense to secondaries that lack it.
If I were playing something like SR, Invuln, or Shield (i.e. sets that don't need Parry's defense boost), I'd go with Axe or Mace. The specific choice would be up to character concept, but I'd lean toward Mace with all other things being equal.
I've been looking for a new axe or mace character and am not sure which way to go, but this is helpful.
Thinking Mace/Invuln, but it's hard to resist the strong and pretty voices in my head. which may end up being part of the character (WM/Invuln, who is convinced that his powers are mace/EA or mace/ea that thinks he's mace/invuln) and constantly surprised that enemies like family and warriors can't hurt him but the clocks can (or the other way /round). heh. -
Quote:Cool, thanks!Sorry, the forums wouldn't let me log in for days. To answer your question, it might give a small boost (havent checked the math), but not nearly as much as electric melee. Electric melee can do this every time lightning rod and buildup recharge, as long as it has either caltrops or waterspout or the jump to combine with it. All other sets would only be able to do it as often as jump was recharged, which will be significantly longer. Also lightning rod is a very strong attack and one you would want to use as recharged regardless, which is not necessarily true of the leap attack.
By the way it would need to be waterspout>Caltrops>BU>leap>AS to pull it off. -
Quote:Two things: #1 What is your budget?Anywho, I am looking to build a Dominator that can do the following
- Good holds
- Healing
- Can contribute in the DPS department (wont reach the DPS of a blaster or scrapper, I know this upfront...just want to contribute, however if there is a secondary that does really good DPS that would be beneficial)
- Great team support
So, what combo would fit the bill for this, if there is a combo that can do all of that and what would the build look like. Any help would be appreciated.
#2 There are dominator builds that exceed the DPS of the top blaster builds. Up until i19 The three highest damage characters across all ATs were in order: #1 Ill/Cold Controller, Crab (the VEAT), and then Fire/Fire/Scorpion Dom (sitting @ over 400 DPS).
These days I'm not sure, but I still have the fire/fire build and am working to tweak it because since then we've gotten access to the hero APPs, and I believe that sleet is better than poison ray and we now get fitness as inherent so more powers available and at different levels. So an i21 version could be far better even without incarnate powers. -
Do NOT use diamagnetic vs GMs if it is for the -rege. the -regen is trivial and vastly less effective than the fire damage from reactive. T -tohit is quite low as well after resists are factored in, but if stacked with high defenses and other sources of -tohit it can be handy.
My recommendation is musculature/reactive/barrier or ageless. -
Quote:I woul dlove to see MOG and shadowmeld both have shorter animation times. They do work quite well both of tem, but the problem you mention is pretty glaring since thier duration is so short.One of the things that annoy me is that when I am running towards mobs first and I think "Oh I better use Moment of Glory" then "Shazam" I stop for near enough 3 secs and end up running in behind the team.
One thing Ido with Mog to get around it, is jump and activate it airborne, so I still hav forward momentum whle it's activating. It's not as muchforward as I'd like, but it does keep me up with the pack usually. well, sometimes. -
Quote:is it a fixed 5% or is it a 1 level increase? at 50 to 51 the cange "should be +.2% based on the difference between 49 and 50.The boosters add 5% to the enhancement numbers on an enhancement. I have seen no effect on procs or specials. A 30+ IO would give larger bonuses than a 31 IO. The plusses function in no way like an increase in level.
how does it work with the mako quad fo instance? 1.25%/1.25%/1.25%1.25% etc? -
Quote:look hereHaven't found any basic IOs on the market. Sometimes recipes, but I dislike crafting/inventing. *shrugs*
Besides, money's tight. If I turn into a Preemie, I'd rather my characters keep their potency. -
I have plans to be on Virtue and Exalted myself. I have a few characters on Justice, but never reall play them.
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Quote:I'll agree with the others. As far as I know, I'm one of the worst build-builders on the forums. And I do ok. I have characters missing critical powers, grossly mis-slotted and under enhanced. And I contribute to the groups I'm with and I have fun.Felt the need to chime in here.
My personal opinion is that, if you don't enjoy the micromanagement that comes along with working out IO builds and such, don't do it.None of CoH's content is difficult enough to necessitate it provided you can follow directions; I've run a tank in incarnate trials that used exclusively SOs and she performed fine with no incarnate powers other than a tier 1 alpha slot (which is trivially easy to fill).
Basically, I concur with the others in this thread - anyone who's going to kick you from a team for not being IO'ed out isn't worth your playing time anyway.
Anyone who boots you is just a *****. -
Thanks for the answers!
Quote:There is no reason, but it would be cool. =) Get damage proc to do more damage. Get the hold proc to last longer. Like boost power for an IO. I can dream.There's no reason they would work, a level 10 proc has the exact same effect has a level 50 proc. Boosters just change the effective level of the IO, so no, there shouldn't be a difference between a 30+ and a 31.
Quote:Boosters change the effective enhancement level of the IO, not the actual level. A level 30+ IO is still considered 30, rather than 31, when determining what level you can slot or exemplar down to without losing bonuses. It will, however, function as a higher level IO when considering enhancement values. Note that boosters do NOT increase the value of things like the 7.5% recharge from the LotG global (although it will still raise the value of the defense portion of that enhancement).