InUse

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  1. Update:

    Got my Katana/invul to 29 last night. I have to admit it is much tougher that what I thought it would be.

    I have a lot to go to get my tanking up to anything that can be called "tanking" in a group.

    The damage is very awesome though. I got my Soaring Dragon a couple of levels ago and that has really changed the way the class feels.

    Long way to go but wanted to pop in and say thanks. Searching the forums like a mad man now looking at builds.
  2. InUse

    Onscreen Damage

    Is there anyway to turn off the Rain damage from other team mates.

    I know I am hitting the mob and my combat chat confirms it but all I see on screen is a bunch of 1s and 2s from others casting rain or some type of constant aoe. It's like there is simply not enough room onscreen to show my damage.

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  3. InUse

    Help Me Please

    I am looking at 3 and Just cant decide.

    Min/Max is my major problem.

    I would like one AT that I can build to 50 and keep.

    Traps/Sonic Defender

    Fire/traps Corruptor
    Ice/traps Corruptor

    I want to solo
    I want to group
    I want to be able to take down the tough mobs later


    I have tried everything in the game

    Tanks
    Scrapers
    trollers
    Doms
    etc. etc.

    but I keep getting pulled back to this corruptor/defender role.

    now I am so torn between those 3.

    I have been playing this game off and on since release and still dont have a level 50. (so sad I know) I just cant seem to stick with a character.

    I am back with GR and still cant get someone to 50.

    I am working on a traps/sonic right now but I am just not sure if I should be doing this or a corruptor.

    I am a min/max player and just end up going back and forth.

    anyhow thank you very much.
  4. thanks everyone.

    I think I will try the Invul for now simply for the fact that I could help fill the tank gap while leveling.
  5. Thanks to Werner I have this desire to start up a Katana Scrapper.

    I enjoy grouping and if we cant find a tank type would like to sub this role to get the group moving.

    If I went Invul instead of SR would this hurt my damage by a noticeable amount. I am only familiar with Invul on my tanker so not sure if SR can hold the agro or if it really even matters.

    When I cant easily find a group I would like to be able to solo without the pain of it taking forever. I find on my tanker 38 if I cant find a group; I get discouraged and log off and start looking at the next character to build. So this time around I want to think about me first.

    I enjoy grouping
    log off if I cant find a group
    leave the group if it is KB crazy
    Enjoy leading the charge if others are unwilling/unable
    Would like to try stupid scrapper tricks one day
    solo/tank AVs


    Thanks.
  6. Shield/SS

    During missions involving freaks I am getting drained pretty bad. Other than staying away from the bosses that rez drain is there anything I can do to help avoid this?

    Thanks
  7. InUse

    Invul/SD ElcM/FM

    Thank you for the reply
  8. InUse

    Invul/SD ElcM/FM

    Need a bit of help please

    For high level content and grouping I am trying to decide between

    Invul/FireMelee/ElectricMelee
    or
    ShieldDefense/FireMelee/ElectricMelee

    Not really looking at farming but I do want to feel like
    I am contributing to the group on the damage front but dont want to sacrifice my tanking. Not sure if maybe there would be a better secondary than the two above as for as damage goes.

    I was really looking into the invul build that CMA talks about but then I got interested in his comments regarding his new shield/fire.
  9. InUse

    Traps/Ar

    Awesome sir. Thank you so much!

    Quick question on cones please.

    I understand the concept of backing off and targeting the mob furthest from me but I am losing track of my mouse in the heat of battle is there a better way to accomplish this?

    Also a question on shotgun. How do you manage the knock back in a group environment?
  10. InUse

    Traps/Ar

    Thanks Tatum.

    I want to get to 50 never been there before.

    I want to try and group as much as possible. I seem to enjoy the game much more while working with others.

    I am only 25 right now but I read somewhere like you are saying that I could put together a decent IO set build at 30.

    I have all my trap powers except for the last two.

    Running Leadership and combat jumping as well.
  11. InUse

    Traps/Ar

    Could someone help me with a level 30 IO build for traps please.

    I have read that there are some IOs that you can get at 30 that are pretty good. Still kind of new so the set things are still pretty confusing.

    I have seen some builds by Tantum but not sure how or if I could make these work at 30 or if there are parts of them I could make work.

    Thanks again.
  12. InUse

    Claws/ WP or SR

    For part time tanking and DPS when someone else is around to tank in groups which would I be better with.

    At late levels in the game which one will offer the most

    Just found this now I am really confused

    http://boards.cityofheroes.com/showt...ighlight=claws


    Gotta love the search feature. Found what I was looking for.


    Hi there. My main is a claws/sr scrapper. The only difference brute side is that you'll have higher base hitpoints and evasion on a brute gets a taunt aura. I won't sugar coat this: SR sucks until SOs. However, claws rocks from level 1 all the way to 50, so you can get to 22 without too much pain as long as you don't push your difficulty up. I'd advise +0/x2 until 12 and then either +1/x2 or +0/x3-4 until 22. Anything higher will lead to frustration.

    I also have a claws/wp brute in the mid 20s. He's a blender. Has been since level 1. This is because WP scales up the levels beautifully the whole way. There's no "I suck" and then magically "I no longer suck" as with SR.

    But in the end, for AV soloing and general survivability in the end game, I'd probably lean toward claws/sr. Why? End drains and mez. I was running around last night on my DM/WP lvl 50 brute and was amazed at just how bad groups like malta and carnies can tear him up. Granted, he's not purpled out like my claws/sr, but the SR just doesn't get hit by nearly as much and therefore has to deal with much less incoming garbage.

    Oh... does SR *need* weave? You can softcap without it, but it's easier with it. And tough stacks very well for S/L on the passive scaling dam-res in the passives AND gives you a place for the steadfast +3% defense unique. Yes, it's total BS that we have to waste a power pick on boxing or kick, but that's the way the game is set up and there's no way around it.
  13. InUse

    So... Stalkers.

    Quote:
    Originally Posted by Beelzy View Post
    Interesting, so would it be an AoE -ToHit fear if the mob survives, AoE team buff if you single shot them? Or would it be both if you single shot them or nay?
    Also, would solo artists be able to take advantage of this?
    The thought was if you use AS the buff fires.

    Stalker needs a slight buff to in dps so maybe (I don't know how the game engine works) the buff could be slightly amplified on the stalker.
  14. Have I gotten into a toon that will please my min/maxer

    This will not please you if you are a min/maxer.

    You will always be looking at the harder hits of a scrapper and asking yourself why didnt I just choose that and go with a pool power that makes you invisible.
  15. InUse

    So... Stalkers.

    Hi, and thank you for your time.

    The concept of the stalker is exactly what I have always wanted to play.

    Early levels work out really well with this AT. I think the reason being is that 100% percent of the classes can not just bum rush a mob. The more the game progresses the less likely it is to find any class that cant take a full alpha.

    Once you get in the 30+ range a decent tank type class will
    will spawn hop. When 90% of the spawn is down the tank will start heading to the next area leaving the dps to finish off the leftovers.

    Bosses at low levels are a real problem. So to have an AT around that can really take a bite out of them is just pure awesome. Later on it turns into just 5-15 extra seconds of widdling down the HPs.

    Stalker 1-30? is a huge asset for taking down that "Big Dog" but after 30 bosses are just not a real issue for a decent tank type class. So the value of the Stalker drops like a rock.

    "beating your party to the next mob"

    1. The tank(insert AT here) sets this pace not the stalker
    2. If you can beat your group to the next undefined mob location your are either psychic or leaving the spawn earlier and thus not contributing to the overall dps of the group.

    Its very embarrassing to be holding hands with a boss only to realize you went left and the group went right.

    Here are some of my thoughts based off what I have observed.

    * Stalker needs a reason a real reason to get setup at the next group.

    *Take the cast off of AS make the timer longer to compensate for no cast.( Balance it out in other words)
    ( its the class defining role. Why is it so heavily penalized on a fast moving group?)

    Demoralize/Moralize

    When these second in charge guys and minions see their boss going down they know whats coming next.

    When your team views one of two bosses going down they also know whats coming next. Everyone gets that jump in moral as they know the fight is going in their favor.

    So lets add an ae buff to AS.

    It would need to be a very large area, we don't want everyone on top of the mob just trying to get the buff.

    Make it a very short lived buff 20 seconds?

    Lets maybe give it a random effect like mutate (Stalker gets turned into a monkey if he misses :P)

    *Ideas*

    * Increase recharge speed
    * Increase damage
    * Increase Crit Rate
    * Increase defense cap
    * Increase Stamina
    * Decrease -res on mobs
    * Decrease health regen

    You get the point. You might even be able to give the stalker a different bonus than the rest of the party. 30% Vs.20% or some number that is not game or class breaking.

    I think the class is 100% perfect 1-25 I believe after 25 every level gained diminishes what the Stalker brings to the party.

    Brute-Stalker-Scrapper

    Stalker=between a rock and a hard place. Good luck on your team balance.
  16. InUse

    Team Damage

    Well that...... sure would clean the screen up a lot. Since I have you here is there a way to keep particle effects high on your character but keep it low for the rest of the group?
  17. InUse

    Team Damage

    Quote:
    Originally Posted by StratoNexus View Post
    Do you mean the gray numbers that fly up above the enemy's head?
    Yes that one. Can get very annoying at times with all the small ae numbers.
  18. InUse

    Team Damage

    Is there a way to hide team damage?
  19. InUse

    Macro Kings

    I just dont have the pinky power to do shift all day.

    I am going to try the 16 notepads and keep a keen eye out for my typos.

    Thanks for the feedback.

    I am using the G13 not sure if there is a way to leverage this with buffing. I could not see making a macro for F1 16 times as this would lock me down to long. I guess I could look at a cancel macro command.

    I love to watch my team tear thru missions I just wish I could find a lazier way to SB.
  20. InUse

    Macro Kings

    Need some help setting up my binds for kinetics. if there are any others binds or macros that could save my fingers a bit of work I would appreciate it.

    h "teamselect 1$$powexec_name Speed Boost$$bind_load_file c:\keybinds\sb2.txt"

    I have setup 8 notepads and the issue I have is its seems completely random on firing off speed boost.

    teamselect always works but speedboost seems to be 50 50.
    sometimes I can cycle the whole team and not one sb will fire off. On the next round SB will fire off.

    I am not rushing it I waiting for everything to refresh

    I guess I could make 16 notepads and one for each command but wanted you guys to take a look and see if maybe I had something wrong.
  21. h "teamselect 1$$powexec_name Speed Boost$$bind_load_file c:\keybinds\sb2.txt"

    I have setup 8 notepads and the issue I have is its seems completely random on firing off speed boost.

    teamselect always works but speedboost seems to be 50 50.
    sometimes I can cycle the whole team and not one sb will fire off. On the next round SB will fire off.

    I am not rushing it I waiting for everything to refresh

    I guess I could make 16 notepads and one for each command but wanted you guys to take a look and see if maybe I had something wrong.
  22. I am not sure where to get the numbers at nor do I even know what they stand for.
    -----------------------------------------------------------------
    "Say the Brute's running +150% from Fury, then Punch will do
    44.49 * 2.45 = 109 on a Tanker
    41.71 * 3.95 = 164 on a Brute"


    ----------------------------------------------------------------
    So what would be an average hit on Knockout blow be between the two

    80% rage x2
    plus 25% from against all odds
    if the base value is 158?




    I have been taking a base value then 400% or 775% for max damage.

    44+775%= 385 but since you start with 100% maybe I should only add 675=341. Since my numbers are still way off I am not doing something correctly. Aside from me being horrible at understanding the math behind the numbers you guys have pointed out some great things that I never took into account.

    * Rage crash is not near as bad on a tanker due to ability to have higher buffer in defense.

    * the amount of mobs that add -defense and can cause a defense is crash

    * higher resist values when suffering a defense crash

    * 5 mob ranged aoe taunt with -range

    * higher higher hit points

    * AOE taunt built into attacks






    When I first posted I had decided that tankers were yesterdays news and started my Brute. After spending way to much time on the forums I have concluded that was the wrong choice for me. Now have my Tanker up to level 24.

    My damage is pathetic right now but that is mainly due to the fact that I am working my my primaries first. As I love jumping into a group of mobs with my team still finishing up the last set.

    A sincere thanks to all of you that spent your time to give details and to the rest of this forum community for detailed information that is listed.
  23. I am in the same boat as you are.

    Tank or Brute

    I am looking at SS/SD on both and I am seeing the same things you are and while some of the replies are useful to me I am still not getting it.

    I like you, want to be the Main Tank in a group.

    Both Need 45% Defense in melee ranged and aoe. thats 5% chance for a mob to hit you. Anything more on either is a waste of time and money.

    The brute just cost a bit more to get to that magic number.

    Both need resistance, The two I downloaded tanker and brute.

    Tanker has a high of 36% for lethal smashing
    Brute has a high of 30%

    so if I get hit with 1000 lethal damage is that
    300 damage for the tank
    360 damage for the brute

    Damage

    The tanker can Knockout Blow for about 600
    the brute with 85 fury is 883.

    so is the difference in resistance really that important end game?

    I am new and just trying to decide my path. If I can tank 99.9% of the game and get more DPS out of it then why would I play a tanker.

    See I would really like to play a tanker and be done with it but when and if I ever to get to the level of doing the Elite stuff and a brute steps up and can tank just as well as me then I will be left feeling cheated.

    Maybe its just me maybe I am just to new to see but I just don't see the gap that large between tanking. Where as the gap between damage is huge.

    So with enough time and money I can tank as good as a tanker but no amount of money and time will get me close to the damage of a brute? is that a correct assumption?

    Thanks guys I am really just trying to figure out the best route.

    To a new player the game mechanics can be very confusing as characters can have the same values but the ratio of a given power is different from class to class.

    Someone posted above saying if your team wipes you will lose the buffs and die with a brute. So am I supposed to believe that the tanker will just sit there and dodge and resist till the rest of the team gets back up.


    Keep in mind I am from wow and very new so that's two strikes against me starting out. So go gentle

    Oh and I really don't know the difference in the IO slotting cost or rarity.. So that's three strikes.



    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint George - Pyre: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5)
    Level 1: Jab -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(43)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(11)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(7)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(37)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(50)
    Level 18: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(27)
    Level 24: Kick -- FrcFbk-Rechg%(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(40)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(43)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run




    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Acc/Dmg(43)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Rchg+(7), S'fstPrt-ResDam/Def+(9), LkGmblr-Def/EndRdx(11)
    Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 4: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(13), Mrcl-Heal/EndRdx(13)
    Level 6: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(9), HO:Enzym(34), LkGmblr-Def/EndRdx(40)
    Level 8: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(19), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21)
    Level 10: Active Defense -- HO:Enzym(A), HO:Enzym(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), RgnTis-Regen+(46), Numna-Heal/EndRdx(48)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(39), GSFC-ToHit(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Super Speed -- Winter-ResSlow(A)
    Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-EndRdx/Rchg(46), Aegis-ResDam/Rchg(50)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31), HO:Enzym(31)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), FrcFbk-Rechg%(39)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 38: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39)
    Level 41: Electrifying Fences -- Enf'dOp-Immob/Rng(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Rchg(42), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/Immob/Rchg(46)
    Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(50)
    Level 47: Mu Lightning -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Dmg/EndRdx(48)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 6: Ninja Run







  24. InUse

    Macros

    Thanks.

    From reading the forums going to try inv/SS
  25. InUse

    Macros

    Are there any Macros that I should be using with my new tank.

    Thank you!