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Hahaha, Dechs Kaison got a great laugh out of that one. And officially, though I've already begun my badger, Kin/DA just sounds tasty when you put it down like that, and I've never tried /DA out (nor did I know about the dull pain base damage thing) so that will have to be my next project. The colors would be great to play with too.
We'll see who takes over when it comes to straight up fun. (I've already reset my badging character once, at this point I am getting a very intimate sense of the location of all the exploration badges hero side.) Amazing what time THAT saves. -
Has this thread been linked in the suggestions forum yet? I haven't seen any dev posts here, and considering the amount of data and responses in this thread you'd think someone could pipe in at some point. Otherwise everything that this thread is about ultimately comes to nothing. (Except keeping further folk away from PB's)
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I'd say take a look at this http://boards.cityofheroes.com/showthread.php?t=253063
I know it's a KM/Regen build, but you'll find it's a very VERY similar set (mostly single target, one short range PBAoE, mixture of stuns and KD/KB. The only really different power was skipped anyway (the cone power).
So what you can do is import that to mids, exchange the Kin melee tab to martial arts, and tweak it to fit your preferences.
Honestly that build is about as good a /regen as I've seen, kind of expensive, but a good goal to have in mind. -
I just don't talk about mine, made a Rad/Psy the instant the sets were available. The power of Irradiate+Psychic Shockwave was too obvious. Also, Irradiate is one of the best powers in the game for the achilles heel proc, the set easily hits 35% S/L defense, then it's just a matter of hitting drain psyche so your regen can cover up the last 10% damage coming through.
For awhile that was my farming character, it didn't have the power of RoA, but it had it beat on recharge, and thanks to irradiate I never miss. I also have no positioning games to play on that character but "stand in the middle" I don't even target anything ever.
Thing is, I just got bored of it. It performed superbly, and I probably wouldnt have if neutron bomb was faster to animate, but beach ball of doom just kinda killed the pacing for me. Also, Atomic Blast should be a bigger mushroom cloud than it is, or a shakier one, but it's just neutron bomb again. So Animation quibbles knocked that out for me.
I do sometimes miss having both the 'crashless nuke' (IR->DP->PS) and the crashing nuke Atomic, esp when you got your recovery high enough to use Atomic as a crashless. -
Quote:This isn't entirely right.
This pales in comparison to RoA (589.13 with Aim, 814.35 with Aim and Build up), LRM (407.48 with Aim, 563.26 with Aim and Build up) and even FA (355.46 [10% of the time it will crit for 480.1], with build up 534.01 [721.12 with a crit]. All 3 of these WILL wipe out minions with build up each and every time and from a nice safe range of 102.5 (90 + 1/2 of radius 25), 160 (150 + 1/2 of radius 20), and 80 feet respectively. This can be further increased by adding range enhancements, pairing with /Energy, and slotting Alpha Cardiac.
Firstly, I agree, recharge should be reduced, and that RoA is a superior power. Esp with aim in the set.
However, FA's DPA Calculation is misleading, it can only do that damage to 10 enemies, not 16, and you have to have very precise placement (or long range+Boost Range) to manage that cap. It is also, like RoA purely lethal damage, however the reason for the lack of Aim in the set here is likely the ridiculous AoE potential in the AR set. As for LRM, It's good power, but it has a 260 second recharge which was not brought up.
I've now had a chance to use HoB in practice, and can say the +10(ish) defense is quite noticeable for allowing you to alpha with this, the double KD even with fire bullets is helpful (if unreliable) and the damage is respectable. I also believe this power is balanced lightly around the incredible power Bullet Rain, and the swap ammo ability (and having decent non-lethal damage IS noticeable).
Also, this can be used on indoor steam rolling teams reliably... I sometimes have trouble firing RoA off on time (before the team has killed the enemies or vice versa), due to simple obstruction of vision to the enemy before you're upon them. Not the problem with HoB or Full Auto for that matter, because the instant activation.
Farming though? RoA definitely. Fighting very high level enemies (+3/4) Again, RoA. Solo? RoA of course... but on your Average Steam Rolling +0-2x8 team, I prefer the quickness of HoB and Bullet Rain to RoA and Explosive Arrow.
One note though, RoA + Explosive has one thing going for it that totally overshadows any semblance of parity in damage with the other sets. From 100ft, if you queue up explosive to fire after RoA they hit simultaneously. Effectively giving you the power of both as your nuke damage (the damage the enemy receives before it can retaliate). -
Hmm, Enhancement diversification is the most important like many have said, it'll just have to be looked up.
To take your character to the next level, you should look up Invention Origin Enhancements. The best way to familiarize yourself with this system is to 'frankenslot' a couple of powers (2 healing SO's, 2 recharge SO's, and a Doctored Wounds: Healing/Rech) for example, allows you to only use 5 slots while maintaining the performance of 6, kind of like the use of Hami-O's. After that toy with bonuses. The key here: Set Bonuses effect ALL powers and IGNORE Enhancement Diversification Limitations.
As to the sets, I'll try and recall anything that's changed.
Dark Melee
Siphon Life now does considerable damage
Midnight Grasp does heavy up front damage (burn got the same treatment).
Regeneration Some of these changes might already have been in affect when you left
Instant Healing: No longer a heavy endurance toggle, is now a very slow recharge click, 200% is enhanceable.
Moment of Glory: Is no longer a power that will kill you, this power now has no downside but a 15 second duration, and is generally used to absorb the alpha (initial attack from a spawn). (It doesnt take you to 10%HP, It doesn't shut off HP recovery)
That doesn't seem like a lot, but not being able to 6 slot things for healing means fast healing and integration alone can't throw you in to unbalanced territories. -
I haven't read anything on this thread, nor do I have any info or argument to add.
I just want to say that this subject header made me immediately go to creating a tornadocentric character (Whirlwind/Tornado/Water Spout).
So, thanks for that. -
Quote:The rest of your post I'd agree with, and the first replier must not play spines/ or /fire.Personally, I'd always suggest body for a spines/fire as the epic. The main reason is you're farming strategy, and safety. Because of its knockdown, the combo for taking out a mob is BU > TS > ET > SB > TS. It should kill all but bosses, if it doesn't, leave the lts with barely anything left depending what you're fighting. With ET, it also lets you go in for SB without threat of retaliation cause the mobs will be knocked down, and you are already set up to use it when you have your TS cone set up too.
Burn, it's nice since they removed the fear effect, however, still with the playstyle I mentioned, you won't have time to much bother with it personally. It's good on teams to kill when there are either holds/immobilizes/consistent knockdown, but since your main goal is farming solo, you'll likely find it unnecessary. TS is hands down your biggest/fastest damage for farming, so working around that is best, even over burn + FE boosted fireball + more time with the damage auras. It's also much safer.
Fire IS the epic you use for a farming spines/fire, I've got a few good reasons for saying this.
1.) Fireball recharges ridiculously quickly, requires no positioning pressure, does incredibly high damage, animates almost instantaneously, is improved with the bonus on firey embrace, and can be slotted with the ragnarok chance for KD Proc (which will save your *** over and over) much the same as your use of Etorrent, which causes some annoying mob displacement and hits 6 fewer targets if you're lucky enough to fit your max in the cone.
2.) Fire Blast, is flat out better than your other single target attacks. It's ranged, it's fire damage (both for resistances and FE's sake), it's fast on the recharge, and the animation is under a second. replace any slots in lunge with this.
The sacrifice in end recovery must be made because you can't pass these up, luckily, since you want recharge your consume is going to get plenty fast enough to cover you when you need it (which will be rarely). Make up for this space also with the Atlas Medallion +10 end accolade, very easy to pick up.
As for burn, this is going to sound really wierd, because of how burn has so drastically changed THIS and Ripper are your heavy hitters, and burn just requires you stand near your target (no targeting involved) I use this to kill any pesky boss or LT pokin on me. About the same speed as ripper, 360ยบ PBAoE, and comparable (if not better) damage than ripper just up front (I'll have to check on that... that's how it seems in play) it is your boss killer and your tight spawn melter.
And like the guy I quoted said, don't skip Throw Spines, if you must I'd skip spine burst first, it does less damage in about 6 times the animation and root time than TS, and is overshadowed by Fire Ball in PBAoE Tastiness. And SB is still a great power, those are just 2 amazing powers.
For Crey's Fire Cyborgs farming, just take in purples to cover your defenses, I've farmed it plenty without trouble because insps flow like water in that mission, and usually by the time your feeling strain the mission will be almost over and you'll only be dealing with a measily 10 or so enemies hitting your res capped self. -
Why? Is endurance actually a problem? I've never had a regen get to sets (which provide their own end reduction) and needed MORE endurance recovery, which, with auto stamina (and PP in this case) you have in spades.
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Both work well, claws has focus to keep a single enemy on their back 3/4 attacks in your chain, and shock wave to throw an entire spawn off you when you need a second or two for regen to recharge (health and powers). It's weapon draw time is also pretty much negligible. I believe you're factoring your chance for build up procs in to your DPS though, this is making it deceivingly high.
Broadsword has parry on the other hand, doing the same job of keeping attacks from hitting you with a little less positioning and chance involved. It still has KU/KD and on teams (not sure if you're primarily soloing or teaming) the attacks will tend to get the kill more often, if you like knowing the guy you hit is the guy you kill. (whereas claws, you're more a heavy and underappreciated contributor of damage all around). Draw time can be a bit lame though between all the regen clicks, though on the bright side you can put achilles heel proc in your PBAoE while claws can't.
As for Broadsword DPS... If you're concerned primarily with pylons/AV's and other hard targets, go Katana. If you're playing on a regular team, I'd prefer broadsword (one hit one kill vs two hits). Also, Katana vs Broadsword, Katana has that sweet rikti sword, broadsword gets the nictus blade, don't know if that makes a difference to your concept.
The question of Defense? I would say that both Werner and J had it to different extremes. With a regen you will be hit by defense debuffs often enough, however, ANY amount of damage that is deflected is another second for you to recharge a large bit of health, and another second for your clicks to recharge. So whether you're at soft cap, or your pushed down to 15-30% regen will take huge advantage of the extra defense. If cascade failure is imminent, keep MoG to prevent it, since you're likely not needing it for alpha's anymore that will boost your defense easily high enough to negate any debuffs that may have landed. -
That... is a very tight build. Good job.
I can almost perfectly translate this into my MA/Reg (the sets are actually quite similar) except for 1 or 2 choices which will actually hurt me to fit with concept. So, thanks for the stepping stone, when I can get my hands on a ton of Touch of Death's, I'll very likely be taking a lot of tips from this.
As for tips to you, trade out the doctored wounds in Revive for one of the other sets (depending on if you want reg or rec) the fear mez resist is all your getting there.
Also, I'm not sure how important the range in that taunt is for you, but triumphant insult set (not that great for enhancement values) lends you another 1.9 s/l defense if you can three slot it. -
Common Mistake to those first toying with mids: Slotting for global bonuses while underenhancing the powers themselves. Almost all of your powers could have up to 25-50% more recharge naturally, you ultimately managed to cover this with global recharge, but the sacrifices to do so are unnecessary.
Now, to misunderstanding the set itself as it is in it's current form.
Both Regen and Martial arts have changed drastically since release, this causes several problems in the build that may have made sense back then.
1.) MoG is not an IO Mule anymore. Now it's your go to I WIN button for 15 seconds. Know where most regens drop? The Alpha. Not a problem anymore. Team just wiped? You're covered. Need a few seconds to recover in a boss fight? You got it. Want to tank that AV while the actual tank revives? Sure you do, now you can.
The point, MoG is a perfect crashless defensive nuke, it is meant to be used to allow you the chance to pop the cap every other spawn and get the situation under control so regen can do the rest of the grunt work.
2.) Instant healing, without even a frankenslotted Heal/Rech? I know only 200% of that is enhanceable, but that's still enormous. /Regeneration is all about knowing what tools you'll need to win a fight in advance. You use reconstruction only if its a normal fight, instant healing or dull pain alone if you have a tough fight, you use both (+max HP stacked on high regen%) for fights that should be impossible. And you use MoG for fights that are impossible.
3.) Cobra strike isn't just a stun anymore, it hits just as hard as crane kick, only it doesn't knock the enemy back and it stuns longer than its recharge. Slot as an attack, if you want it, put a disorient IO in the final slot.
4.) Crane kick is an awesome attack, why did you slot it to knock an enemy in to space? For s&g's? Alright, I can get behind that.
5.) You have focused accuracy an incredibly end hungry toggle (that you CAN handle of course... but), why then did you slot the endurance reducing tohit enhancing set in Focus Chi instead of that?
6.) Why Mag 7 set bonus KB Protection? Integration has you covered.
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To get a good idea on how to correct, take a look at the enhancement values on the powers, shore up those weaknesses and then try to jam as much recharge back in to as you can. Remember you can use the new incarnate slot if you're missing something also (spiritual is a must, free +rech/Heal SO for EVERY power would go a long way to fixing this.) -
Simple, controller, take taunt pool at 6, never train again.
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Shame this is so long, so ignore if this has already been mentioned.
Electric Blast: Give us some powerful crackling lightning (like the cabal have, and like lightning storm has. I feel less like a lightning wielding god of a hero and more like a low power electric fence line. -
Quote:About DM... I forgot to mention earlier that, while it IS rarely resisted, some mobs do resist it A LOT. ....
That's why we have the ghost slaying axe and,
Quote:And the reason I mentioned AoE was because of those boring badges like... the thousand rikti monkey ones and all those 333 croatoan critter badges come to mind.... -
Hey, far from confusing, I asked a huge question and expected it to take awhile for answers to accumulate. So, for saving me waiting until tomorrow to make this character thanks for taking the time to answer all of them.
There was an earlier post telling me to pick whatever I felt I could stand for a long time... which is true for a badging character, but not so true with the intention of soloing 1-50.
From what I'm seeing, DM/Nin Stalker's looking like it'll take the cake. High ST Damage, good armor, self heal, and Midnight Grasp, added to that, toying with the colors I've found bright green/blue make for a very interesting Dark Melee (so I can actually get high performance without thinking it's boring).I'm not at all worried about AoE potential, so that's okay. I may also try out the MA Scrap, because the new crit bonus and cobra strike damage look interesting, but not on the stalker due to the crappy AS animation.
Thanks for helping me rule out the VEATS, it was bugging me having something so alien to me drag any attention away, knowing stalkers are better at solo ST damage keeps me focused. I've got tons of AoE damage toons thanks to my altitis, and none of them keep me interested. I'll just use the power analyzer temp to take surveillance's place. -
Quote:Really? I haven't played villains much, so I was of the idea that Brutes were somewhat more dependent than others on maintaining a fight (for fury), since I'll be searching out specific enemies I do expect a drop between each fight.Super Strength / Willpower Brute with Fly.
/close thread.
But then, I've heard something about a change to fury decreasing, and don't know by experience how large the gap is due to base damage modifiers between them and scraps (when fury isn't full). -
Quote:Just a quibble, I agree with some you said, and much with what others have said, this however would take away one thing I like about electric blast.Add a DoT damage effect to ranged attacks. Voltaic Sentinel also Buffs or Debuffs in some way.
All the damage in the ST Attacks is instant, as it should be. I never imagine lightning as a DoT effect (when you get shocked it's pretty incredibly instant). KB/KD/Stun/-dam are all actually much more in line with reality.
In fact, it's for that reason that I'm one of the people not playing electric blast, they just don't strike me as visually interesting (or thematic) If there was an alternate animation type, similar to lightning storm (from the storms set) lightning bolts of the Banging cracking set your enemy temporarily on fire variety, I'd choose it. Immediately. But the zzzzzzttttt tangly line contained within perfectly straight line for half the powers in the set just doesn't do it for me. It makes my awesome Lightning wielding Zeus type BA into something akin to .. I don't even have a good comparison (because electricity isn't quiet and contained without a conductor)
So what I'm saying is, the set is fine, but it's animations are outdated and uninteresting. That's why the Cabal have cooler lightning blasts, that's why electric melee isn't boring, they were made more recently. The tech is there, upgrade the visuals and I guarantee you more people would play it. -
I'm preparing to make a character that I will be highly invested in, that is, I'm preparing to finally make my badger. To do this would be much easier if I could take in content wherever I want it and whatever pace, so a solo artist is preferable. (I don't intend to just go back and get all my defeats at level 50(+1)) I've already got characters that can do that.
It needs to be both fun and self sufficient... I'm ruling out MM's. They aren't fun, it's like watching the game be played on TV.
As with that, I'm going to go ahead and rule out warshades also, I know they are incredible, especially later on, but the purples and blacks... I just can't get on that train knowing I'll never be allowed the customizability of other AT's to counter that.
I want it to excel at dispatching bosses (bosses give badges, and +(x)bosses are probably the single best source of experience when tackling hazard zones), and be able to have minimal downtime (waiting alone in an empty zone doesn't appeal to me.)
Candidates I've thought of so far...
MA or KM/Regen Scrapper (smashing means robots don't give me lethal trouble) and both provide some KD for regen to work without forcing redraw. Regen is a superb soloist set too, zero down time, a self rez, and I can gauge each of my battles according to recharge as I see fit (no team).
X/Nin Stalker, probably an exotic damage stalker I know would both be capable of stealthing missions, easy to push to soft cap with only 1 purple insp, and stalkers are perfect boss killers... right? Honestly I've never leveled a stalker past 12, I hardly ever see them, and the new buff only works on teams. Is Assassins Strike better for taking down bosses than scrappers with a higher survivability and raised crit chance?
I enjoy blasters and know they can do the damage to kill bosses best, but the rest of the spawn can be troublesome, and dying means waiting and waiting is lame.
I'd like it to kill quickly too, I know ill/rads are some of the best soloists out there, and tanks don't die, but they are SLOW... for the most part, if you know any highly damaging combo of another AT that fits the bill, I'm interested. I hear some good things about doms, and I know nothing of VEAT'S, so. All ears. -
Those IO's are nice if you need a little bit extra endurance not to run dry, or a little more regen not to have to heal. They're not quite the same as they used to be (where the percentage on those procs was modified by enhancements in those powers), but they're still enough to get you over a hump. Now, other ways of getting that end or of getting those IO's.
Get the atlas medallion (a very easy +10 endurance accolade) that makes an impressive difference (since your recovery is a percentage of max end).
I don't even do tip missions to earn my a-merits and come by them easily, simply trading my regular merits after completing regular story arcs or task forces.
Each of those individual IO's will cost two A-merits a piece, which comes to 40M inf a piece. (Unless you do tip missions for your A-Merits) If I get low on influence I just craft a level 30 LoTG +rech from two A-Merits and sell it for about 150M, suddenly you're well funded again.
Or maybe you like playing in the AE, well, trade your merits in for rare salvage at a guaranteed 3-5mil per 550 tickets (or if you're really patient and attentive, sell common midlevel over priced salvage you derive from the AE Ticket bank)
Honestly, there's no way you can play this game and NOT be capable of attaining the required inf if your character is itching for endurance. -
DM/Nin Stalker probably is up your alley more, since you're a fan of melee.. but..
Robots/Traps MM.
FFG+Support bots get you and all your bots very close to the soft cap. Your pets heal each other, you have every debuff there is, seekers take alpha strike damage, and between poison gas trap and the -regen in your t3 bots plasma blasts AV's are no problem (I've taken a few down on SO's only pre-50).
There is no content that character couldn't do alone, some just took more trap preparation than others.
Also, the assbot (so lovingly called) is freaking godly when you get your last upgrade, the missiles are Amazing. -
It's an end hungry set, things pick up once you get full auto (big time) but before that... flamethrower eats a whopping 23.something end, trip mines eat end, gun drone is the highest end drain power in the game short of the crash on a nuke (over 50) time bombs is enormous. It's a bit slower and a bit safer than many sets. You don't have build up or aim... go ahead and take the snipe, you may as well, it's probably the only snipe in the game worth using, seems to work pretty quickly/effectively/looks cool and targeting drone gives it a unique damage bonus.
don't use your toggles if you don't have a purpose too...
Either take this character to Full Auto (level 32) or change characters (for you, anything /willpower or /regen will be a refreshing change... they get a second stronger stamina type power), but DON'T drop it after waiting til like level 30 and stop before full auto, it will change everything. -
Quote:I may try the invisibility trick, It'd also be a better way for me to stealth missions if need be also. And, I too am really a fan of teleport, especially directly followed by a queued up sweet attack, but I'll wait for another month for the city traveler vet badge. then I won't have to take recall if I decide to give that a whirl.Try to fit Invisibility into the build.
There's a trick I used to use with my FIre/Fire blaster that will work for you too (maybe better with HoB)
Invisibility grants "Only Affecting Self" status, which means that, while your toggles remain on, they will not affect enemies. That lets you position yourself in the middle of a mob and drop Invisibility. They will immediately start scattering due to Hot Feet, and you can us FSC and HoB while they are panicking. Drop a Burn Patch and go to town. -
Firstly, I seem to be getting an error uploading your build, mind posting a data chunk? "End of stream" error.
Hmm, for redraw purposes I think I will take pistols instead of acrobatics and slot it instead of ring of fire (with thunderstrike still) I never did get much mileage out of acrobatics since enemies don't tend to 'hold'. Esp since burn is immob protection.
Everything else... THANK YOU! It's rare I come to two sets so unfamiliar, but I've simply no idea how either of these played, I've already noticed (at level 14) that combustion's not FSC with a larger radius by a long shot. It's slow, and it's damage is slow. Helpful comments on Hot Feet, I was unsure of slotting for slow, or using spiritual. but I forgot with IO sets your powers almost automatically acquire endurance slotting.
and slotting for range is far easier on the budget than slotting for S/L and should help with a lot more mezzes (psychic/energy/negenergy) based as they often are.
You even kept my spiderlings
Huge Help -
I just want to say thanks for posting the build, it's a lot tighter than the one I have planned on my DP/Fire, some good tips to take from it.
As for acrobatics it is NOT worth the end cost. I thought it sounded like an awesome idea too.. except, as it turns out, almost no enemy in the game actually uses holds. The majority come in the form of stuns and sleeps. The few holds there actually are are also over mag 1... so, it's only really good for the immob protection.
However, stun duration decrease could be significant. I know having AM's protection against malta stun grenades, tsoo claps, and magus stalagmites is very, very noticeable.