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Posts
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Joined
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Just looking, and thinking that having more than 3 recharge redux in hasten is pretty redundant, you could probably take 2 out and put them elsewhere
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I think it lost the fear.
Especially since Bots/ Assault Bot got the fear removed and the damage altered from their version. -
Quote:I'm not sure about other people but when I looked at it I noticed that it had a long activation time, didn't do alot of damage and had previously seen that it isn't easy to hit multiples with. Which is I went with Slash instead (More damage lower activation time)Regarding eviscerate on night widow, I see a lot of people dropping it. It seems pretty good on paper, but is the animation on it just too long that people don't bother?
Also some people don't like the jump-flip-slice as it looks a bit silly and inefficient. -
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Personally this is what I would do for pre-sets on a DS/DM (If needing to take Teleport and Hover)
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(15), Dmg-I(17), EndRdx-I(19)
Level 1: Twilight Grasp -- Acc-I(A), Acc-I(5), Heal-I(5), Heal-I(33), RechRdx-I(33), RechRdx-I(33)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11), EndRdx-I(37), EndRdx-I(42)
Level 4: Darkest Night -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(11), ToHitDeb-I(40), ToHitDeb-I(46)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(36), RechRdx-I(37), RechRdx-I(37)
Level 10: Recall Friend -- EndRdx-I(A)
Level 12: Summon Demons -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), Heal-I(17), Heal-I(19)
Level 14: Teleport -- Range-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Shadow Fall -- EndRdx-I(A), EndRdx-I(23), EndRdx-I(23), DefBuff-I(43), DefBuff-I(46), ResDam-I(46)
Level 24: Fearsome Stare -- Acc-I(A), Acc-I(25), Fear-I(25), Fear-I(45), ToHitDeb-I(45), ToHitDeb-I(45)
Level 26: Summon Demon Prince -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), Hold-I(29), Hold-I(31)
Level 28: Howling Twilight -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34), EndRdx-I(34), EndRdx-I(42)
Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(43)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tactics -- ToHit-I(A), ToHit-I(36), ToHit-I(36), EndRdx-I(43)
Level 38: Dark Servant -- Acc-I(A), Acc-I(39), Heal-I(39), Heal-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 44: Hover -- DefBuff-I(A)
Level 47: Dark Embrace -- ResDam-I(A), ResDam-I(48), ResDam-I(48), EndRdx-I(48)
Level 49: Soul Tentacles -- Acc-I(A), Immob-I(50), Immob-I(50), Immob-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run
May not be the best build but it should help you build yours (Because all those toggles would be devastating without Stamina... due to DM needing to cast other things) -
My brother told me about his use of Ninja/Poison to solo AV's, and how he used to laugh as the tohit debuff coupled with some defence stopped him and his ninjas getting hit and the -res and high single target damage allowed him to take their health down fast.
Also a well built Bots/Traps should be able to work well. -
I got Stamina on my DS/Therm because I was needing to use my heals and buffs alot (And summoning all my demons, upgrading them and buffing them takes a huge hit to my end bar)
It really does depend on the secondary and build (Passive secondaries such as FF or ones that have noticable recharge like Traps shouldn't need it) -
Quote:Santorican is at the ranged defence cap. But I'm thinking they may want to see how they can improve other parts of the build while maintaining the cap.Is my math off? It looks like you're sitting right at the cap with Hover and Weave running. How much ranged defense do you show in-game?
If not and it's just a confusion about cap numbers... -
I think my tank falls into both of those catagories...
A low level (Teens) WP/DM Tanker.
I don't have alpha mitigation so I wait for the High defence scrapper to make the alpha miss and then proceed to take the aggro away.
I don't have taunt because I'm low enough level to not be wanted on alot of teams so I need to solo, damage and defencive powers > Taunt at the moment.
Yes I know that a tank is supposed to take aggro, and yes I know tanks do not great damage compared to brutes and scrappers but do other people realise that tanks take a while to be able to take hits? and that not everyone has a million and one veteran attacks to use at low levels? Some people I team with know that tanks at low level need help to mitigate damage (Such as heals) and other people think that just because their purpled out level 50 Scrapper can solo +x/x8 that a tanker at any level should be able to do more. -
Well you can only ever have a 95% chance to hit something, even if you have +1 billion tohit. Usually the only reason to go above 95% accuracy is for going against things that are higher level and things that have defence.
Also I was talking about the 3 accuracy enhancements you have in other powers, and your 2 bow attacks, IMO they don't need that many unless you plan to go against things with +Defence (Don't ninja's get a defence debuff in their T2 ninjas? I can't remember on my Nin/DM) -
After a quick look in the Player Guides section I see that it can be used with:
1Acc, 1-3Dam,1-3Rech
2Rech
2-3Acc, 1Range, 3Rech
3Rech, 3Dam
3Acc/Rech, 1Slow
3Rech, 1-2Acc
So I guess 3 Recharge enhancements and maybe an Acc or 2 if you can spare the slots would be the most effeicient slotting. -
With the little I know about builds, I do know that 3 Accuracy enhancements is overkill, 2 at most is needed (And bow attacks get bonus accuracy so usually just one is needed)
Also I believe the recharge in TG is so that you can get the heal off faster (8 seconds when desperatly trying to keep your pets alive feels like a week) and it makes it possible to debuff more enemies (-tohit, -damage and -regen are all great things to have on enemies)
Also I belive it is more productive to have Hurdle instead of Swift if you are going for SJ or SS.
But again I'll leave it for someone with a bit more experience to fine tune your build and give more advice. -
They look like an alternate graphic for Energy... so we may end up with them in power customisation.
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I just checked the Player Guides section of the forum and found:
http://boards.cityofheroes.com/showthread.php?t=125222
http://boards.cityofheroes.com/showthread.php?t=125256
http://boards.cityofheroes.com/showthread.php?t=124551
http://boards.cityofheroes.com/showthread.php?t=125490
I hope these help (I'm a bit clueless myself, but as I'm leveling up still I got a fair bit of time to get used to the playstyle I'm going to be using)
I'l be using this to level up a Night Widow (Probably a terrible build but will show what attacks I plan to use)
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe -- Acc-I(A), Dmg-I(7), Dmg-I(9), Dmg-I(9), RechRdx-I(11), RechRdx-I(11)
Level 1: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
Level 2: Strike -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), RechRdx-I(15), RechRdx-I(17)
Level 4: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), EndRdx-I(7), EndRdx-I(37), EndRdx-I(43)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(37)
Level 8: Follow Up -- Acc-I(A), Dmg-I(17), Dmg-I(19), Dmg-I(19), RechRdx-I(21), RechRdx-I(21)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Smoke Grenade -- ToHitDeb-I(A), ToHitDeb-I(25), EndRdx-I(27), EndRdx-I(42)
Level 14: Super Jump -- Jump-I(A), Jump-I(46)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(27), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Mask Presence -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23), EndRdx-I(25), EndRdx-I(40), EndRdx-I(43)
Level 24: Slash -- Acc-I(A), Dmg-I(33), Dmg-I(34), Dmg-I(34), RechRdx-I(34), RechRdx-I(36)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(43)
Level 30: Tactical Training: Leadership -- ToHit-I(A), ToHit-I(31), ToHit-I(31), EndRdx-I(40), EndRdx-I(46), EndRdx-I(46)
Level 32: Placate -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Foresight -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Maneuvers -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39), EndRdx-I(39), EndRdx-I(40), EndRdx-I(45)
Level 41: Assault -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
Level 44: Tactics -- EndRdx-I(A), EndRdx-I(45), EndRdx-I(45)
Level 47: Soul Tentacles -- Acc-I(A), Immob-I(48), Immob-I(48), Immob-I(48)
Level 49: Dark Obliteration -- Acc-I(A), Dmg-I(50), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
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Anything/Dark is good if you can play /Dark.
My brother plays a Ninja/Poison and is great at soloing AV's as the debuffs neuter the AV (Also can be done on (Elite)bosses, lts and spread amongst minions) and the ninjas do rediculous damage to things.
I also have a Necro/Poison and if you can get into /poison it's great fun and effective against tough targets -
I was thinking about putting a heal and a resist enhancement in my tier 2 demons for leveling but I don't see the point now at level 26 as it is a single target heal that heals to full when he uses it (He uses it often enough to annoy me when I'm about to heal a pet)
He tends to use it when a demonling gets to 50% health once every fight or so for me (Sometimes uses it on my other T2 pet and once used it on me)
If you find that he isn't healing things to full when he uses it it might be worth it but otherwise there isn't much point. -
1) Softcaps are when you have high enough defence so that even level NPC's are at their minimum chance to hit you (Even level is at 50% and minimum is 5% so at 45% defence you're at the softcap (It's called the softcap because it is subject to defence debuffs and to hit buffs)
2) It spreads the aggro, instead of the entire spawn attacking the first to reach them it is spread amongst pets, also pets should do enough damage to take things out 1v1 easily.
3) I'm not sure about this, I tend to make IO's and have never used DO/SO enhancements -
You need to download and install the newest version from a website.
When I needed to do mine a pop-up came up saying not the use the updater and to download it from a website. -
Having some sort of reactive armour could be helpful, when attacked the Tanker does an effect regarding the attacker, possibly in the form of damage, a debuff, a team buff or a previously mentioned bar to fill up.
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I had a Merc MM and named the pets: Soldier, Demoman, Medic, Sniper, Spy and Heavy after TF2 classes.
My current MM (The one that I can remember the names from) is DS/Themal and their names are Steve, Jim, Rob, Dave, John and Frank. I was going to name them after what they did, but since they swap names every time I zone I went for random names... -
- All blasts. Something other than the blast from the right arm.
- Non-Weapon melee. A choice between using a weapon for attacks or to use your fist for attacks that currently use a sword (Would need to have weapons available for non fire/ice/stone melee)
- Assault rifle. Allow a choice to be able to do "Sniper" like attacks or "Shotgun" blasts and use grenades, perhaps doing damage for the multi-shot attacks in larger chunks, for example - Sniper animation of burst will do a single shot and do one damage number (That would be the same as all 3 burst damages put together) and maybe having a shotgun Full-Auto being repeated blasts doing chunks of the total damage each shot rather than a stream.
- Weapon attacks. Allow me to hold my bow in a way it is used in blazing arrow for all my attacks (Perhaps allow use of all the bow animations for any attack, with the arrow(s) needed for it) and allow me to choose sexier dual blades moves and make the single weapon melee to have differing attacks.
- Laser eyes. I would prefer shooting a laser out of my hands/chest instead.
- The darn tarzan animation... So sick of my badass DB/Regen doing a really annoying animation and screech.