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At the very least you should have 2 L50 Heal IOs in Integration. Running on IOs I sometimes make do with 3 slots, but never use 2 myself. On SOs I'd say 3 is the minimum and a 4th for EndRdx something to consider.
It has +50% Regen that is unenhanceable and +100% that is enhanceable. So the first IO gives +42.4% Regen and the second another 40.9% (because of ED). 2 SOs would each give +33.3% with a 3rd giving another 28.3%.
The Endurance cost of Integration is 0.26 END/s. The equivalent of -15.6% Rec for a character with 100 END (less for one with more). Slotting a single EndRdx SO lowers that to 0.195 END/s, or by 0.065 END/s. Which is the equivalent of 3.9% Rec. So, it's generally better to skimp on EndRdx in Integration rather than Heal. -
Quote:That's a much more reasonable order. They should rename Eagle's Claw though, since it has different effects than the melee set attacks of the same name. Something as banal as Hawk's Talon would even be preferable.That listing seems to have one error and the order scrambled. Based on the video, this is what I have for Martial Combat for Blasters, in the order the powers were listed in the powers menu shown:
Martial Combat (blaster secondary)
1. Chi Push: foe repel, knockback, damage similar to power thrust
2. Storm Kick
3. Reach for the Limit: passive, chance for +33% dmg/+15% tohit per attack
4. Burst of Speed: self teleport, PBAoE damage, triple use before recharge
5. Dragon's Tail: PBAoE melee
6. Reaction Time: +absorb, +recovery, foe -speed, -recharge; 10s self +speed/+rech on toggle off
7. Inner Will: self heal, mez protection; requires self <50% health or self mezzed
8. Throw Sand: Cone foe stun, -perception
9. Eagle's Claw: high smashing, foe -recharge, -range
+15% ToHit per stack on Reach for the Limit? 1/3rd the +Dmg but the full +ToHit of BU is surprising. That means with a Kismet and single ToHit slotted into the Passive you can FastSnipe every time Reach procs. -
Quote:Wow, they had them stuffed and mounted on display for all new heroes.
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Quote:Hmmm... no sustainability power until level 28 with this power order, while they went out of their way in a couple of instances (Touch of Fear and Lightning Clap) to put those into tier 4 to 6 (level 10 to 20) in the older sets.These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:
Martial Combat (blaster secondary)
•Chi Push (repel followed by knockback (cool new animation)
•Storm Kick (melee)
•Dragon Kick (melee)
•Dragon's Tail (PBAoE melee)
•Burst of Speed (AoE self TP)
•Reach for the Limit (Build up auto power—Chance for +dam and +ToHit on every power)
•Reaction Time (toggle—+absorb over time, +revocery, -move on enemy; 10 seconds of +speed on toggle off)
•Inner Will (self heal and ,ez break—only unsable under 50% end or health or when mezzed)
•Throw Sand (cone foe stun) -
I don' think there's a way with /Fire. I looked this over with my Fire/En and considered the T4 Lore pet options as the best way for me to get into InstaSnipe mode since I have Blazing Bolt in my build already, as a nod to the character's I0-2 history, and also have a Kismet. It may be the best option for you too.
The Carny Seneschal buff pet casts Forge with a +20% ToHit, 60s duration and 62.3s cycle time and can be kept out 5 min out of every 10 with Radial Superior.
The Arachnos Fortunata has a +5% toggle. You'll need slotted Tactics and a Kismet on top of it to reach 22%.
The Seer Seeker's Fortitude has +5% as well, with a 30s dur and 31.3s cycle.
I have an additional option if I want to do a more significant rework, thanks to Power Boost's ability to buff Tactics by 5.5%. With slotted Tactics, a Kismet and Power Boost I can reach a 100% up time if I get my cycle time on Aim/BU to 23.8s or less. But with /Fire I think the best you're going to do is by using a Kismet, the Carny Seneschal Radial Superior and juggling Aim/BU when the pet is off the map.
Hopefully I missed a trick somewhere, but I suspect the devs gave this quite a bit of thought before deciding on 22%. -
You need about 70% Global with Hasten enhanced to 95%. With that you get about 60% effective +Rech from Hasten and a cycle time of around 88s on Domination.
With 90% Global and Hasten you get about an 80s cycle on Domination, which should be easy to manage. -
Any Fire Blast set, though non-Blasters are actually faster than Blasters because of the normalized Fire Blast being 1.67s instead of the original 1.2s. Melee Widows. Any Kinetic Melee Stalker.
The Plant/Fire Dom option is good. The ST Hold is slow though. If that's an issue... Fire and Mind have the fastest ST Holds for a ST attack chain. -
Quote:If you're using a standard IO then the chance is 20% as listed.So I have Trap of the Hunter chance for lethal damage in my Roots power (AOE immobilize Plant Control), and it never goes off. I practically spam the power and I have not seen it go off once yet.
Are there extremely low in these? Lower then just normal AOE damage powers?
If you're using a Store Bought Enhancement it is lower. I believe it's a 3 PPM proc (I don't have any). So in a power with an Area of Effect that is a 30' sphere, has an 8s Base Recharge, and a 1.67s Cast the proc chance would be 8.8%. -
Quote:That's Entropic Chaos that gives the large +Rech. Like Kinetic Combat the set is short of Accuracy, so you'll only want to consider this in 6-slotted powers. Note that you have to slot the heal proc to get the +Rech and in the current implementation that proc is only decent in fast recharging powers. However, with the I24 PPM change to procs, and a reconsideration of the proc for balance, this is likely to get a whole lot better.Ruin: A decent alternative to Thunderstrike, this provides a strong recharge bonus. Be careful though since Positron's Blast has the same bonus and you're limited to 5 of them.
Another set to consider is Devastation. With Energy Manipulation getting a +Regen power I24, having extra Hit Points synergizes well with that and Devastations give a nice +HP bonus for 3 and some good +Reg for 2. 3 Devastations, 2 Entropic Chaos and 1 Thunderstrike is a good combination for someone looking for a high Regen build. -
Quote:I'll second this advice.Before you go into throwing IOs into that build, I'd have the build itself looked at so you're not trying to throw a racer's engine into a yugo.
Once it's tuned up a bit, decide where you want to go with the build.
Also, with I24 bringing Blaster buffs, if you are going to respec now you may wish to consider anticipating the changes and overslot Conserve Power so you can enhance the heal/regen in it (I typically use 4 or 5 slots in Energize).
I would suggest messing about a bit with your current build and deciding what powers you may want to get rid of to take advantage of 5 and 6 piece Set Bonuses. I'd suggest Power Push and Stun. Basically, consider which powers you don't use often and whether or not those powers are really worth putting slots into and if not whether they are then worth taking.
Lastly, don't forget dual builds. You could, for example, make one build emphasizing the combo's ability to fight at range with Boost Range and KB and deprecate the melee attacks and a second build that goes for maximum +Rech and Smash/Lethal Defense to emphasize the melee power. -
I only have Premium accounts (in addition to my VIP account) with very little in the way of Vet time, but to the best of my knowledge here are your answers...
Quote:That should be correct. Here is the Knowledge Base article on slots.* I know I collected extra character slots over the years, either through direct purchase or by applying extensions pack (for example I'm pretty sure I got 2 slots when I got Going Rogue). I currently have 32 character slots on Justice,as opposed to 12 everywhere else. Does that mean I purchased 20 extra slots, so I will have 22 as premium? I will get to chose which 22(?) characters to unlock out of my 32 when I first log in as premium right?
Quote:* I'm pretty sure I keep power sets I purchased (like Beam Rifled or Beast Mastery), but I lose the sets that were free for VIP (like Dark control)?
Quote:If I care enough about unlocking my dark controller, will it prompt me to purchase the power set first with my unspent points? or do I keep the character with that powerset if it exists before my account goes premium?
Quote:* along the same lines anything I bought with my VIP paragon points, like Secondary Mutation or the animal costume pack remain mine since I "paid" for them.
Quote:* I had Kheldians and SoAs unlocked years ago, so I think they'll remain unlocked on my premium account?
Quote:* Because I'm Tier 8, I will still have access to inventions, the market, masterminds and controllers and other goodies unlocked by higher Tiers
Quote:* (edit) I also get to keep all unclaimed mail items, whether character or account, right?
Quote:what I lose:
* can't access my own SG base because I'm in an SG with my kids and none of us will be VIP and able to pay rent. I could invite a VIP friend to join, even temporarily to pay the rent for me right? (what a pain)
Quote:* lose all incarnate missions (iTrials...) and access to DA? any existing incarnate powers will be disabled (but not lost should I ever go back to premium?)
Quote:Does that more or less sum it up? -
Spoken, it's easy to mistake AE for AV, but perhaps there's some new farm. However, if there is something new, then it is likely to be an exploit, and therefore not something that the OP will learn about here on the forums.
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I think you must mean "AE Maps". That's Architect Entertainment, the in-game story telling feature that has unfortunately become mostly a power leveling tool. You can find AE buildings in most zones. The zones typically used by power levelers are Atlas Park and the Rikti War Zone. If you want a farm go to one of those zones and broadcast (and watch broadcast for people advertising the farms on servers that do a lot of power leveling, such as Freedom).
I'll echo DarkGob though... you'll just be cheating yourself of the best part of this game if you don't play your way through the content. There is enough quality content to level several characters to 50 without much repetition and much of it is better and more fun than the end-game content. -
Quote:Finish Levantera's second arc, it's short (3 missions).Got Levantera in my Active tab (I might pick 2nd mission of "The Strange case of Benjamin A. Decker" story arc, if needed), open book icon minor arc; also Borea but her progress bar is empty... while in my Inactive tab got Gaussian (progress bar empty) and Serpent Drummer ( who says " There is not much to it; you simply already have too much to do. It would be best if you finished some other matters first before you returned to me." ).
I don't think you can get Gaussian without having done Serpent Drummer's arc, so it sounds like that's already done. -
Because of the Vigilance +Dmg buff the main difference between Corrs and Defs solo is when you get your powers as you level up. Damage-wise the Def will do better against weaker foes and the Corr against tougher ones where Scourge will help most. On a Rad I think the Def is going to do better solo unless you run up against Elite Bosses. This is, assuming you have all the attacks you need. Which will depend upon the set.
Radiation Blast has good Area attacks and a nice single target Stun, but it's not very good against single targets otherwise. The -Def secondary effect isn't all that helpful on a character with Radiation Infection either, though it does provide some useful IO options. There really are no synergies between the two sets and Electron Haze can be an annoying power with it's small area and random knockback. As a Def you don't get Cosmic Burst until level 28 and Neutron Bomb until 35, and those are probably the two best attacks in the set. Corrs get them at 18 and 26. Those 10 levels (18 to 27) where a Corr would have CB and a Def wouldn't will be a bit of a pain. I'd still go with the Def for the better Buff/DeBuffs and just suck it up for those levels.
An Ice/Cold Corr was the first Villain I made when CoV came out, and she's still sitting at level 23 waiting for me to replace her when Water Blast comes out. I stopped playing her because of the incessant fog horn sounds from Arctic Fog back when they looped continuously.
Ice is a solid blast set with a good mix of single target and AoE and both hard and soft control. Cold is also a decent set, though the lack of personal defenses can be an issue solo. Ice helps offset that. Like Rad/Rad, the secondary effects stack well past the limit of usefulness, with Snow Storm and Sleet being enough to floor mobs even on a Corr. A Corr getting Sleet at level 35 is a MAJOR drawback when leveling. Cold is a late blooming set (in stark contrast to Rad, which is one of the earliest blooming of all sets), so you'll basically be a gimpy Ice Blaster with team +Def and Snow Storm for quite a while. Ice/Cold is NOT a good low-to-mid level solo combination. -
The support pet uses a version of Hurricane, which can be problematic on most melee characters. Note that its Hurricane does NOT do Repel, only Knockback, so it can be countered by powers with -KB, and the -ToHit is a hefty -30%. It's 02 Boost also provides Stun and Sleep Protection, though it doesn't use it intelligently. If you can counter, or don't mind, the KB, then it's one of the better support pets. These facts make the Radial Superior I have on my Fire/Storm/Psi Controller very handy.
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/WP.
You're most likely going to want Tough and Weave in either build and on an SO-based toon the END use could get painful. -
Concept. Damage Aura. -Rech Aura. END Drain. Slow Resist (100% Slow Res is handy, but unfortunately the new Tsoo ignore it). Hibernate. The ability to reach the Incarnate soft cap (my Icer averages around 63% Def to S/L/E/N, enough to absorb one -Def attack and still be over the Incarnate soft cap).
Ice's only real drawback is when you have those massive +ToHit buffs out there such as with DE or the Orbs in Incarnate content. With those and spike damage in Incarnate content Icers really can struggle. Outside of that Ice Armor is quite effective. -
Quote:I'd say the most popular in my experience are: (1) Radiation Emissions, (2) Kinetics and (3) Time Manipulation. Time has recently passed Dark, IMO, though that may not last.Hey I cant post in the archetype forum so I am gonna ask it here, if I can
Its about defenders and how they are played the questions are very simply
what are the top 3 most used defenders (powers) and the 3 least used
what is the best defender powers for solo and pve (could care about pvp)
And basically your own opinions on your own builds (defenders only)
The three I see the least on a Defender are: (1) Sonic Resonance, (2) Trick Arrow and (3) Traps. People who want to play the latter two tend to pick Corruptors or Controllers or Masterminds. Sonic just isn't popular at all, especially now that Thermal Radiation is available to Defenders.
The best for solo depends upon how much mez annoys you and what you're willing and able to do about it. As a non-VIP I'd suggest a Traps Defender. You get mez protection, some Def/+Reg and ways to boost your offensive output.
There really isn't a "best" for PvE in general.
I don't have a whole lot of Defenders, with only 1 at 50. She's a Rad/Psi/Pow. She's a definite "10", but she has an expensive build and is fully Incarnate. Without that the build's shortcoming is that Psi isn't the best offensive set (the -Rech helps a Def though, as fights tend to be longer solo).
Of the non-50s the next highest is Cold/Sonic/Dark Def at L48. He's OK. He can't handle what the Rad/Psi can, but he's very effective on teams and in AV fights. He also solos reasonably well on lower settings. After that I drop all the way down to a level 31 Traps/Dark who is a lot of fun and solos surprisingly well despite the mediocre single target offense of /Dark. All the rest are under 30. -
Quote:I've suggested this a couple of times: Remove the 1.17s delay on the Teleport and change the +Fly so that it is granted by a pseudo-pet and therefore able to be avoided by Null's Group Fly setting. Note that you'd still end up with the -100% Fly Speed, Movement Control and Movement Friction (reduced from 4s to 2.83s to account for the delay being removed).No, teleport in that game is awful, no need to break ours to work like that. Maybe a 'phasing' travel power as an additional option for those who really want it, since it's not teleport.
The biggest problem with teleport IMO is the long activation. Second biggest is the forced hover (which can be useful when you want it, but annoying when you don't).
If the animation were sped up, and there were a way to break out of the hover -- or disable it altogether by talking to Null the Gull even -- I would be a very happy camper. -
Quote:I guess the bottom line is... what do you consider "successful"?I've been working on a Stone Stone Brute and I've been toying with the idea of skipping Granite Armor. Mainly because I can't make a Crystal Granite Armor. Everythign else I can fit to his theme.
How important is Granite armor? Can I still be successful if I skip it?
For many, particularly here on the forums, that means owning Incarnate content. That's not going to happen with a Granite-less Stone Brute. In fact, you're probably going to have to make compromises between Defense, Run Speed and Recharge so that even with heavy INF investment you may be short of some less demanding ideas of "successful". But in general, I think you will be satisfied.
Those who say the reason to take Stone Armor is Granite are right... if you're talking performance - especially on a Brute - but you can get enough out of Stone without it for a decent concept toon. -
Quote:Well, "consistent" here doesn't mean equal. The only way to make an SBE proc actually equal to an IO is to have the SBE stop using the PPM code or make the IO start using it.Synapse did not realize about this and is looking into it.
http://boards.cityofheroes.com/showp...28&postcount=8
and then further in that thread I will quote some one who is quoting the patch notes
http://boards.cityofheroes.com/showp...4&postcount=96
Now, if the SBE Perf Shifter Proc has been changed AGAIN to make it better. Then we can talk.
The new 1.5 PPM rate gives... 1.5 PPM * 10s cycle / 60s = a 25% chance to proc on each tick of a Passive power. To match the IO when used in a Passive they would have had to set the PPM to 1.2. So the SBE is still 25% better when placed in by far the most common power for these items. -
For me the only two are Speed for Hasten and Leaping for Combat Jumping. It used to only be the former (obviously, go back far enough and you add Fitness), but I've gotten to the point that I feel hobbled trying to jump around in combat without CJ.
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Quote:Nice catch. I bugged this for the rooting and duration on my Tanker, but didn't catch the actual cause.You're right Dark Regen is using the wrong animation, I demorecorded a Dark Regen animation and the demofile reads the MOV as BOOSTAURA. I logged into my Invul scraper and demorecorded the Invincibility animation and the MOV was listed as BOOSTAUEA_PRE_NOROOT.
Dark Regen is using the old Invincabilty animation. If I remember correctly BaBs went and changed a bunch of rooting animations into non rooting animations, (thank you BaBs).
There's a couple of powers that are using the wrong animations, but this mix up is the only one I can think of that forces a root on the character. A really long root.