JuliusSeizure

Legend
  • Posts

    1060
  • Joined

  1. Quote:
    Originally Posted by UberGuy View Post
    I'll be spitting fire if they replicate in effect what they have achieved with the AE. I consider the community utilization of the AE awesomely out of line with the resources allocated to its creation
    I have a feeling that AE serve two purposes. The first you have alluded to-- the ability for players to create content. The second purpose was to create tools that the developers could use themselves to more rapidly create content. I read that missions used to be created in a very cumbersome fashion that also employed spreadsheets. The AE tools most certainly will have more powerful developer-excusive counterparts, and the AE "investment" will probably pay dividends for Going Rogue development and future content.
  2. People are obsessed with it because it's extremely potent and quite easy to achieve; I have builds that went from 0% Smashing/Lethal defense to 45% while using just CJ and Weave from pool powers. If a hovering Blaster can achieve 45% ranged defense, which is the easiest vector to soft-cap, why wouldn't the player base eventually become obsessed with it?

    In retrospect, IO defense bonuses probably should have been half of what they currently are when the system was designed. Take for instance Kinetic Combat, which grants 3.75% Smashing/Lethal defense from just 4 parts, and compare that to the skill Tough. Just two of these bonuses will nearly equal the mitigation value of a fully socketed Tough for many ATs, and three will often exceed its total protection. (Do note that KC used to just grant 3.75% Smashing defense.)

    There has been a steady trend to increase the effectiveness of defense sets, and the pendulum has just swung a bit too far in the buff direction. Linking and pairing Typed/Positional defense across the board in the IO system might have been the proverbial straw, as it was the most recent buff to defense mechanics and coincided with an explosion of interest in soft-capping toons. You simply don't have to make extreme build sacrifices anymore to achieve the cap as it more than doubled the amount of available bonuses in the IO system.
  3. Quote:
    Originally Posted by NeonPower View Post
    Remember, you can get a res set to the soft cap, but you can't even get a defense set close to the res cap.
    LOL, it would be hard to get Smashing/Lethal resistance of 7.5% from the entire IO system, which is the equivalent of what one Kinetic Combat grants through its 3.75% Smashing/Lethal defense.
  4. I'd drop the Hecatomb: +Damage for another damage proc, particularly Perfect Zinger. It's far superior in every aspect, unless you absolutely crave 5% toxic resistance...
  5. Quote:
    Originally Posted by SoilentGreen View Post
    This makes me wonder on other powers...it seems if I'm at +400% or +600% damage I do the same amount. Is there some point at which an attack won't do any more damage? I'm talking standard attacks, not pseudo pets. It may just be my imagination, but it seems more often than not the damage reaches a certain point and doesn't go any higher even if you haven't reached the AT damage cap. My imagination or some in-game mechanic?
    Every regular attack has the 850% (+750%) cap, as far as I can tell. If you are viewing 655% damage in your monitoring window, then you are probably at the cap due to having 95% enhanced damage in your attacks; that's the only thing that I could think of with your issue.
  6. Quote:
    Originally Posted by Mr_Marvelous View Post
    Thanks Julius,

    So the only reason I might want Build Up is for that extra tiny bit of dmg, or if I planned to use LR as an alpha without building significant Fury first?

    Do most ELM'ers bypass Build Up?
    You still want to take it, as you don't always have 90% Fury when its used. It functions well with every other attack that you have, and it also provides valuable +ToHit.

    The damage cap issue is more prevalent with /Shield defense and SHield Charge than it is with Lightning Rod.
  7. The pet damage cap is 400%. This means that at 95% socketed and 180% from a 9/10ths Fury bar you are limited but 25% additional enhanced damage.

    Shield Brutes often get absolutely no damage benefit from Build Up for Shield Charge and Lighting Rod due to the affect of AAO.
  8. Quote:
    Originally Posted by Teeth View Post
    Wait wait wait, what? Can someone explain this to me?
    Health has 45% regeneration. Numina's and Regenerative Tissue offer 45% combined. Place both into Health then add 3 level 50 Heal IOs, and you get 180% regeneration rather than 135%.

    The two procs have their regeneration multiplied by the Heal IOs associated with the skill.
  9. Quote:
    Originally Posted by BlueBattler View Post
    But she just don't seem interested...

    So what do you think, ladies? Is "CK" stuck forever in the friends' zone or is there any way he can change her mind about him ... short of mental coercion or altering time with a Psychronometron?

    CK needs to back off, take a breather, and stop pretending to be a friend when he's a love interest lurking.

    Here's my experience with women-- if you've been thuroughly relegated to the friend zone, there is nothing that you can do to leave it. She has to begin to feel romantically about you of her own accord, and any effort on your part to shift her will be both creepy and could ruin your friendship. Then again, true friendship doesn't harbor hopes of romance.

    If CK wants her affection, the best action would be to pull back, give her space, and to further his own personal goals and agenda. Truly move beyond her, stop gazing in her direction, and if there is any chance of romance from her perspective, this distance will make her heart grow fonder.

    That is all.
  10. Quote:
    Originally Posted by Leo_G View Post
    The attack vitals combo ends with Vengeful Slice (a single target attack). However, while Spines will potentially beat out those sets in AoE, it definitely falls behind in Single Target. Outside of Assassin's Strike, Spines is stuck with Lunge (its only *good* ST attack), Impale (a grueling 2.5sec ranged attack) and Ripper (not really a ST attack but good enough) to hammer down hard targets.
    Yeah, Spines is poo when it comes to single target damage. I almost never use Assassin Strike on a team unless a Sapper or other target absolutely needs to be eliminated. Spines pretty much should use Placate and Hide on teams for dealing criticals with its AoE attacks.
  11. The funny thing is that the advice in this build generally corresponds to my dual build strategy.

    Without a doubt, stacking Smashing/Lethal defense offers the most survivability between my two builds (as I posted earlier). My DM/ELA has a "Tank" build that runs soft-capped Smashing/Lethal and can layer -15% ToHit in a 25' radius through Darkest Night. This build can safely be the sole agro magnet on Master runs for every SF that I've participated in. Cimmerorans have a hard time penetrating the -ToHit of Darkest Night, which functions as ablative protection against their defense debuffs. During the rare moments of cascade failure, the majority of the spawn is running on 0 endurance thanks to LF having ticked away their blue bar. Siphon Life and Energize more than cover the green bar.

    My primary build is more Brutish, relying on procs, recharge, regeneration, +hp, and resistance. This build is still quite tough, but is also far more fun to play. You don't get to be a 200+ DPS brute when you build from 0% to 45% Smashing/Lethal.
  12. Quote:
    Originally Posted by baron_inferno View Post
    Spines basically has two 90 degree cones with high/moderate damage and a really horrible PBAoE due to ridiculously long animation (3 seconds), high end cost (15.2) and semi high recharge time (15 seconds). All of that for moderate damage. The 15 feet area of effect is a plus but is it really enough to make up for all of that? I have a Thorny Assault Dom that skipped Thorn Burst and if I had a Spines stalker, I would skip it too.
    Stalkers are not Brutes/Tanks; they are not clumping foes on their person and thus benefit far less from PBAoE attacks that only have a 7' radius. AoE damage is more about the geometry of your attacks than it is about DPA. DPA only matters if you have a completely fluid attack chain for AoE attacks, and one second of animation can effectively be replaced with another second from a different skill with higher DPA. Stalkers don't really have the ability to pony up 100% fluid sustained AoE chains, so targeting geometry is more important than all other statistics.

    Spine Burst is a 360 degree PBAoE that has a 15' radius. There's nothing in a Stalker primary that compares to this outside of Lightning Rod. If there is a spawn with 10+ targets, Spine Burst will likely run a hit check up to its target cap. You say Spine Burst has poor DPA, but it actually trumps Thunder Strike in this metric (Thunder Strike is doing 53 points in 3.3 seconds, while Spine Burst is doing 63 in 3 seconds).

    The other skills for Spines are arguably the best. Throw Spines is a 90 degree cone with 30' of range, and it does more damage than Shock Wave while causing no scatter from knock back. This skill's geometry, ignoring the power of range enhancements in cones, again lets it run 10 hit checks nearly every use. Ripper does nearly as much damage as One Thousand Cuts, but has less radius and a 5 target cap. This skill beats Jacob's Ladder in every single statistic.

    A Spines character will trump nearly every set in AoE damage, most certainly beating out Dual Blades and possibly even Electric Melee in sustained AoE damage. Lightning Rod is undoubtedly the king of AoE burst damage, and ELM also has some descent AoE attacks to back it up, but every skill outside of Lightning Rod is thoroughly beaten by Spine Burst and Throw Spines for AoE damage, and then there's Ripper for clumps of Lts. and Bosses.

    Electric Melee also lacks a viable option for dealing AoE damage from Hide-- this is why the geometry on Spine Burst and Throw Spines is so important. Spines is dealing a 50% critical hit to 10 targets, while ELM has no ability that can reliably hit this many targets from Hide.
  13. Quote:
    Originally Posted by DarknessEternal View Post
    I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
    Between just those two options, defense will offer more of a benefit because it's so ubiquitous in the IO system. I'd kill for 7.5% resistance to smashing/lethal from 4 slots, but that's the equivalent of what defense gets from Kinetic Combat. An expensive ELA IO build can approach 40% defense to Smashing/Lethal, while adding Darkest Night will effectively soft cap you against +4s.
  14. Quote:
    Originally Posted by baron_inferno View Post
    DB and ELM are the only two that can be considered as remotely competent in that area.
    Spine Burst, Ripper, and Throw Spines would like to disagree.
  15. Quote:
    Originally Posted by Zmoosh View Post
    1. I thought Shadow Maul was "not good".
    I used to feel the same way, but then all melee attacks had their range increased from 5' to 7'. This effectively doubled the AoE of this skill, and made it quite easy to hit 2-3 targets. If Shadow Maul hits 2-3 targets, it's a superior action most of the time. If you hit only one foe, it's a waste compared to other attacks. The 7' radius is basically what made it go from bad to good, as you can now reliably hit multiple foes even while teamed.

    You also don't need to take Shadow Punch, as Smite, Boxing, Gloom, Siphon Life, and Midight Grasp are more than enough to create a single-target chain. You won't be using Shadow Maul constantly, but when it smacks 3 to 5 opponents for high damage, you'll be glad that you had it.

    Quote:
    Originally Posted by Zmoosh View Post
    2. Dark Consumption is not worth taking? Will Energize and Power Sink be enough to keep me from having end problems?
    Stramina, Energize, and Power Sink are more than enough. I have a stamina-less build that runs with just Energize and Power Sink, but it's purpled and also uses procs in Health.

    Quote:
    Originally Posted by Zmoosh View Post
    3. I'm new so I don't have a lot of inf, and I know some of those are gonna be really expensive (LotG recharge for ex.), how much is this build gonna cost?
    It's going to be expensive, but far less than grabbing a single set of melee purples. It's certainly within reason for a more casual player, something that can be built towards by simply running content and Strike Forces for merits.

    The Kinetic Combat parts can cost you quite a bit. I happen to move scores of the Dam/Rech, Dam/End, and Acc/Dam parts on the market if you happen to be on Freedom. I can check my marketing toons. (The triple-parters that I have are reserved for some SG mates.)

    Quote:
    Originally Posted by Zmoosh View Post
    Shawn thank u for the link, and the reply. From reading the advice you got, end drain is part of ELA's mitigation?
    Endurance Drain is a very important part of ELA's protection, and that's why the End Mod set is part of Lightning Field. Your damage aura is actually part of your damage mitigation, and will remove 6% of your foe's endurance per tick, which is why you want to lead with Power Sink as often as possible against tough spawns. This will significantly limit your foe's ability to use powerful attacks and can sometimes completely strip them of the endurance required to perform any action at all.

    The heal and +regeneration in Energize (arguably) exist so that you can survive long enough for endurance drain to take effect.
  16. As others have pointed out, Axe doesn't benefit all that much from recharge, and neither does Super Reflexes. Axe DPA is very consistent across most of its attacks, making high recharge both less necessary and less beneficial than in other sets. The way that defense functions, Super Reflexes actually has NO use for recharge. Elude is useless in the current defense system once soft capped.

    I'd go with +hp/+regen and +recovery/+max end.
  17. Here's a build that I threw together on the quick. Ignore the order of power selection, as I just took a previous level 50 respec build from another Brute and modified it; you'll have to reorder the powers yourself as you deem fit for leveling or malefactor purposes.

    You have 32.5% Smashing/Lethal defense. This means that with one small (12.5%) purple inspiration you can reach the soft cap for Smashing/Lethal. You also have access to Darkest Night, which can also bring you to the soft cap against +1s. Against +3s, you'll still have above 42% defense, and your other debuffs from Dark Melee would allow you to exceed the sofcap.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1393;696;1392;HEX;|
    |78DAA594DB4E13511486F774A616684B5BA02DC79E003949A1579E128D0A2428D56|
    |2831A35364DDD42436DC9B478BAF201B8F09478E515021EDE401FC617D098E8A562|
    |5D6BFD538CF1D249FB7F33AB6BAFBDFE5933CD3E98F329F5F8B432BCE72AC57ABD7|
    |0D6DE6C6877B6B85A2E298F522A2281425657B44ECF15ED759C0E223CA7EFE86A5D|
    |A7E72BBAD4B0CBA5C219FB6ECD0E2D56D7B4ADAB8D74EBA42357AB55D2F90DAD6FF|
    |BE474A1DCA8EA7ADDEF5CACAE35CAD555FCB4A48B1B74119DDF2897D2D8265FDBAC|
    |14B2C57A43DB0F7BA9A909FA7E56ADA3E95639424AB99605D665812F2FE82F11326|
    |A7ADDC5D8E60586AC32558C4EC654471C480A3A53822FAD34AA6EFC90A5AE9F026B|
    |5FE0FB25186B02CA64EC50BEE9543751BD17D57B517D12D5537467DDA8EE724F497|
    |F87FEC257528FB3BD07E6DA60AE0DE63A612ED223FBF68705C3B4A41DAB54FB34EA|
    |51C88B8E94775C421E0AF911B2FCE7A59FE0A260E48AC109232B82C9538421B54B8|
    |901C753009E82F0948499095833A86C089B9B21B4DC8596BBD072042DB7515E37EA|
    |B9BA9FC9DDEB790924A4BF3DD2B0D372382A3DBCA18BA8138AC2D837D23E1951D3D|
    |D87012531A0490C6806039AC180321890499B0F38660662527B300EC0452C255716|
    |E50D39794341B91DB11E202C48EC2BCEFB4E1A77E61487E9044C27603A09D363780|
    |867F010BE95182690BA24F58673C005208B415C14BCA3C45143AC9AA3B863879F03|
    |2F003C3425B238EE4C607C5B4213BBC09E20B3234DBF269D8239F7D43DF9E5C87DE|
    |011F054CA4E3F01B6049FE87F228DEA46FA28C13255C6E17BC2ACF3E0CDA29941EB|
    |E0F5A40F1D6AE99F48CE3A78C9942191853F39FF757CF0B5EAB42F7790E6595658A|
    |EB25C63B9CE7283E526CB2D96024BF3E3C1EAC0316EE838CB0996932C5B9CE4F192|
    |78597C2C7E964E96004B90A59B25C2D2CFF28AA5F91B8618F713|
    |-------------------------------------------------------------------|
  18. JuliusSeizure

    Kamikaze

    A Sonic Blast/Storm Corrupter or a Storm/Sonics defender would fit the bill. The Sonic attack could be seen as wind blown from your mouth, and you get two skills that are AoE cone knockbacks.

    If I personally had the name, I would roll up a Dark armor Brute (or possibly a Tank), and create a stun bomb suicide build with Self Destruct and Soul Transfer.
  19. Quote:
    Originally Posted by dbuter View Post
    I'm very new to CoH (having come here from CO). Is there a powerset for mages, with circles and such? Or should I just go with something like Ice and Darkness, etc?
    A great elemental wizard would be a Ice/Electricity/Fire Blaster. You would have access to mez, debuffs, damage, a self rez, and specialize in three damage types.

    I own a Mind/Fire Dominator that is a witch. This combination would never be allowed in a pen-and-paper game, as she is utterly potent at control and pumps out damage that can make Blasters, Brutes, and Scrappers cry.

    I highly recommend a Fire/Dark Corruptor for a mage as well. This build is extremely potent but fits the demon-mage, soul pact theme as a villain.
  20. These aren't selling for the same prices on the Black Market as they are blueside. I would recon that a 2 billion infamy bid would land you one of these when they are thrown up on the market. Heroside, a 2 billion bid would probably give you a 1 in 200 chance of landing one. That's why they are selling for so much blueside-- as a way to avoid the lottery that is a byproduct of the cap.
  21. I would personally go with WM/Invuln. Invincibility will feed the accuracy of all of your PBAoEs, simultaneously rewarding your offense with increased defense in a primary/secondary combo that feeds off of foes in close proximity. War Mace really shines when the maximum number of foes are clumped upon your person, allowing skills like Crowd Control, Whirling Mace, and Shatter to be most effective. ELA is still quite squishy relative to the tougher sets in this situation because it lacks scaling protection found in Invuln and WP.

    Another thing to consider is weapon redraw, which can get a little annoying. There's but one click in Invulnerability-- Dull Pain-- which is on a long recharge, and even when used as a permanent +hp buff is clicked once every 110 seconds. ELA is clicking Power Sink and Energize quite often, and I personally don't like that dynamic for a set that makes snap combat maneuvers to line up foes for PBAoE cone attacks. It just doesn't work so well in heated combat.

    I have found that Invulnerability with set IOs and Darkest Night is arguably the second toughest Brute; click Unstoppable and you will surpass Granite Armor for a three minute span.
  22. Quote:
    Originally Posted by shawnculli View Post
    I assumd slotting for endurance mod in lightning field and power sink increases the amount drained from the foes? Or does it just increase the amount returned to you. If the former I definitely see where your slotting would be more beneficial.
    Endurance modification in Lightning Field increases the amount of endurance drained from foes, while in Power Sink it increases both the amount drained and the amount returned to you. Having high values of endurance modification in each skill will let you drain your foes of endurance and limit them to using their lowest-tier attacks. Lightning Field will even keep some opponents at minion level from attacking for extended periods once they are drained. My Brute's Lightning Field current drains 5.75% of an enemy's endurance per tick of damage; this really adds up over the course of a protracted battle.

    On particularly hard spawns, it's a good policy to lead with Power Sink whether or not the endurance is needed. A good habit to get into, when the difficulty level requires it, is to lead with Power Sink on every spawn rather than using it towards the end of a fight to refill endurance. Open combat with it, burn your endurance as you attack your foes, then refill on the next spawn while simultaneously getting the most benefit from the debuff.

    Hamidon Origins are nice to pepper throughout a build. For instance, my DM/ELA is only able to add one slot to Darkest Night, so I employ Synthetic Enzyme Exposures. These offer the equivalent of 2 endurance reduction SOs and 2 ToHit debuff SOs for just two total slots. At two slots, it's not really worth it to employ set IOs, while at three and four slots they become more beneficial.
  23. You got it Gospel. SR does some crazy things when soft-capped and running 95% DDR.
  24. JuliusSeizure

    Power Seller?

    Probably one of the best ways to farm this nowadays would be with level 10 range enhancement recipes for IOs. Simply get a group of people together, buy 80 or so recipes per character, and keep buying and selling them at an agreed price. No one will catch on, and even if they do, you can always buy more IO recipes.

    The Portable Crafting Table would make this even easier, as you and your fellow badgers could just huddle around it and purchase recipes to throw up onto your transaction slots. It would be relatively quick once enough of them were cycling through the market between you and your allies.