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Posts
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Banes need buffs? By that logic Huntsman need help too.
As for Warmace, yeah, I wind up defaulting to the Fantasy Mace myself. The Carnival of Light ones could be interesting with a Carnie outfit...but yeah, a lack of decent models is a little depressing.
I played a WM/SD Scrapper and then conceptually turned her into a SS/WP Brute, but the short time I played Mace was outrageous. -
Normally, if I were taking Energy Aura and using anything BUT Staff, I'd suggest taking Energy Drain sooner. But Form of the Soul's end discount is hilariously good. Almost feels like I'm playing WP again.
However, Energy Drain does one other thing that I think deserves mentioning is the +Def it gives (Which I believe is enhanceable)
If anything I'd take Energy Drain sooner. But that's just me. -
If anything, I just put a single LotG (The global recharge one) and then Frankenslot the crap out of it. Usually four slots is enough.
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http://www.cohplanner.com/mids/downl...ADF63F7C34E0FB
Here's the build I came up with in Mids. I'm not -that- good at builds, so I put togther something that at least looks decent, but it's likely not -that- good. -
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Quote:Well, with a few exceptions, T1 attacks would definitely NOT be where I'd put Procs into (With the exception of things like Jab on SS), but it makes sense.I believe Synapse posted the current working idea for Min chance was 5%+1.2% per PPM rating.
So, on a current 20% chance proc, the minimum will be around 8.5-9%.
Several tier 1 attacks will be well below 20% chance in this case.
Example: Scorch at +100% enhanced recharge will be ~12.5% proc chance at 3PPM.
edit: Incinerate (also at +100% enhanced recharge), on the other hand, will go from up to ~32.5% at 3PPM. It's a give and take. The funny thing is, the most uber min-max chains will probably all improve fairly dramatically.
But overall, the odds of procs firing on the higher-tier attack chains improves (As demonstrated by Synapse). So why are we complaining? Besides, as someone who quite religiously uses Entropic Chaos on my Blasters/Corrs/VEATs I would love for those procs to not have such an abyssmally low firing rate. (I mean seriously, why is Mako's Bite 20% but Entropic Chaos heal just 10%?) -
Hm. Well, I fiddled with Mids and made a build for both Nrg and Devices, and Devices winds up closer to the softcap (I think Cloaking device has something to do with that).
Also in Nrg, do you take JUST Power Thrust, or do you take Energy Punch and Bone Smasher? -
So...I'm working on a Gundam-esque character in preparation for i24's Mecha Armor, and decided to go with an AR character. (For the record I have a DP and a BR, and I've never done an AR character).
Conceptually, I have it down to AR/Dev and AR/Nrg. Can't decide which specifically. Also, for a build I'm thinking of going AR/???/Mace for Scorpion Shield and the Spiderlings, but I probably -won't- be dumping a bunch of purples into this build (I can't afford that)
Any ideas/suggestions? -
For everyone claiming the recharge thing is bad, has it been stated what the MINIMUM chance to proc will be?
Normal Procs have I believe a 20% chance of going off right now. (With the exception of those like Entropic Chaos which are horrifically low)
As long as the PPMs don't go below 20%, then I don't think there's a problem, as the overall performance increases. I do think the "based on altered recharge values rather than base recharge values" is a bit odd. I usually put my ATOs into powers with longer recharge times so I could guarantee at least ONE instance of the proc firing.
BUT, to play Devil's Advocate, it also makes sense that way. The trade-off for having a power you fire off more often is that the proc doesn't fire as much. It's a balance between people who slot for Recharge and those who don't. -
Quote:But according to Arcana, Staff isn't underperforming. But then I wasn't aware that Titan Weapons or Street Justice were now the baseline for melee sets.I've heard that a lot in this thread, and it is an opinion I am frankly puzzled by.
"I think Staff numerically underperforms, but doesn't begin to show that until higher levels. Can we change some of the powers to make it a little better at the high end?"
"Screw the numbers, just have fun"
How is that a valid answer to a numerical complaint? If the numbers are changed without cottage ruling everything, the set will still mostly play the same way. It won't hurt your fun. To be frank, as much as it is great that a powerset is fun to a lot of people, that shouldn't stop the devs from trying to balance that set, whether it is over or underachieving.
And to me, fun is often a factor of easiness to play, and at low levels staff is absolutely basically works like a Mac. It succeeds because it is easy and simple to use, largely because the relative strength of its AoEs and the power of FoS. It is kind of like Willpower for the early levels, because it makes everything easier, but it doesn't have the raw numbers to be a top (or above average set) in the late-game. That said, even bottom dwelling melee sets can do ridiculous things, and staff still maintains a niche by offering survability in ways other sets can't. Personally, I don't the damage should suffer for that, just like DM isn't penalized by having -tohit in every attack, or Kinetic having -dam when using power siphon. -
OP, the fact you have Devil Summoner music automatically makes you god-tier.
However, my music for Tyrant would be this little number
http://www.youtube.com/watch?v=8YcIMT2hTeg
Meanwhile, Hamidon?
http://www.youtube.com/watch/?v=4qtwaxSc6lo -
Quote:The "Summer Blockbuster" sounds like fun.As a follow up, Positron's anniversary letter is up on the main page now - I24 will be dealing with the fallout from the fall of Tyrant and the loyalist dictatorship, and the Battalion will arrive in I25:
http://na.cityofheroes.com/en/news/n...ron_miller.php
As for the i24 and 25 thing, that sounds about right. I figured we'd have to deal with Praetorian Hamidon and the fact that removing Tyrant doesn't solve all the problems. -
The problem with a mutant-themed story is that you can't make it about discrimination, since that no longer exists.
Aside from that I'm not sure what you could do. -
Shadow Shard.
Boomtown.
Eden.
Steel Canyon. -
At this point the status quo has already been tossed out the window since, ya know, Statesman AND Psyche kicked the bucket? Meanwhile Recluse gets BACK Red Widow (her appearance in the "Emperor's Sword" arc means it wasn't just a holiday thing, it's canon).
The only way to re-establish the "status quo" would be to dunk a patron or two. -
Quote:No, but I don't think having the most consistent and regular performance of any of the melee ATs is a bad thing eitherI do think scrappers should have a unique mechanic that makes them a special flower again.
and I do not think I deserve a kick in the nads for thinking that.
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Staff/Elec and Staff/EA are (IMO, so take it with a grain of salt) probably the two top choices. Both have tools for recharge (Lightning Reflexes and Entropic Aura) and both have a good end-recovery power.
Now, I know DA is a great choice because Form of the Soul's end discount is a god-send. Admittedly, I only tried DA once and that was as a BS/DA Scrapper and the end useage made me want to gut myself.
As was posted earlier, sure, Titan Weapons has a higher DPS, but you can't possibly sustain that DPS for any length of time. Which I feel is an appropriate trade-off. Staff isn't trying to be a hyper-offensive set like TW. Staff is trying to be a set that gives players a variety of tools, sort of like DP for Blasters (Except that Staff Mastery > Swap Ammo)
And honestly, I think having tools is a great way to go. -
Quote:An excellent question, though, I think people might like sets more if they weren't trying to squeeze every last drop of performance out of them like emptying a roll of toothpaste.Thoughts:
-- If you're running that top dps chain, why not drop Eagle's Claw altogether?
Sure, Staff is remarkably average. But it's averageness makes it excellent with pretty much everything. And Staff Mastery is a godsend. It's like Swap Ammo, but if Swap Ammo was awesome. -
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Basically what Arcana said. It's a very robust set. Yes, TW and StJ still out-damage it by a mile and a half, but Staff has a versatility to it that neither of the aforementioned sets have or could dream to have.
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Staff/Electric
Staff/EA
Staff/Ice
Despite Staff's average performance it's incredibly well-rounded so it works with pretty much just about damn near everything.
The Forms alone help out a ton. -
It mostly depends on my secondary. Soul (which I believe is the End Discount?) makes it laughably easy for me to run my Damage Aura at low levels (Something I usually never do because of the end useage)
And Form of the Body's -Res debuff on Eye of the Storm is always nifty. -
I'm doing a Staff/EA Scrapper and a Staff/Elec Scrapper. I rolled up the build in Mids and the only difference with the latter build is that on a Brute I can reach 90% energy resist as opposed to the Scrapper's 75%. And I prefer Scrappers.
So it's really a matter of preference and personal taste. -
The Melee secondary T9 godmode powers (Except Strength of Will or Light Form)
Time Bomb
The crashing nukes in some Blast sets.