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Posts
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Everything everone else said, but as far as optimizing damage auras for damage and at what point would one be over slotting procs and cutting into basic acc/dam? Thats a toughy, at least for me. I was thinking about it and in general one would take several things into consideratoin.
1. Chance to proc of the proc and its dam
2. Final to-hit of the aura (cant proc if it doesnt hit)
3. The long term average of however many procs you have
4. Saturation of your aura
5. All of the aura slotting options
I would start by adding up the damage generated by the procs, adding up the likelihood they would proc and dertermine an average damage/10sec multiplied by your acc bonus for the aura. Example: if you have two procs slotted and each have a 10% chance to do 100 dam and you acc is 95% then I *think* the average damage output would be 200 x (0.10 x2) x 0.95 every 10 sec. Having both procs hit the same in a given role would be 0.10 x 0.10 every 10sec. I'd think after 3 procs your going to really interfering with the inherent damage, but I wouldnt trust me to do such a convoluted calculation. -
Is there *any* chance that the earnable temps could be sold as perma, especially Golden Rings power. We have decent melee (Sands of Mu), ranged (Nemi Staff, Black Wand). I dont see any reason why we couldnt have the others as well. We pretty much have year-round access to everything that the Winter Event gives now anyway.
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Im surprised no one claimed it is all just Nemesis plot
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I'm starting to side with those who think it's a power shift that is going to involve the Well.
Villains will kill Statesman gaining the Well's attention. For heroes, States will die that they will become the next to inherit the power of Zeus.
We are the Coming Storm, right?
EDIT: sorry brain fart, we arnt. Likely Shivans and (if there is a connection, Rularuu) is/are the Storm -
A set with a damage aura maybe helpful. My TW/FA Brute is a powerhouse! It was rather tedious as a low level set since you have to wait for a "Knock-out Blow" length animation to take place early in the toon's career. I skipped BM till I got a solid attack chain with Blazing Aura, then turned off bosses, and set diff to -1 or 0 x 2 or 3. I did that untill I got DO's then raised my diff to +1-2, then added bosses at lvl22. I know kinda lame, run a few Death From Below trials too if you can. In all, sounds like a lowbie issue. I might roll a scrapper as /wp or energy later, but I doubt it - I like the aoe and staying power of my brute.
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Update: I hit burn at the start of my attack chain and it is very nice and working as we dicussed it might. I doubt I'll bother with a scrap as my prior experience with it sourred me. Too squishy.
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If we strike him down, he will become more powerful than you could ever imagine like Obi Wan. Disembodied incarnates ftw! Or a Beerfest\Landfill return except as Country Guy! With the same outfit, powers... And liking to be called Statesman...
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Bongoloid (according to Urban Dictionary, of course! (2nd def.))
Impass
Dead End
Barrier
Dead Zone
Bastion -
Im thinking that too. This is going to be the thing that makes or breaks me getting a scrap or brute to 50. The damage, staying power and utility of a TW/FA brute seems to out shine a scrap.
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Quote:Good to know. Now I'm just watching the results if my TW/FA should have been a brute. My current sporatic play style (new baby) lends towards scrap, which I generally like more, but /FA seems just too good on brute.It's been overrated since Beta.
Losing Momentum is no biggie, your next attack will have about KO Blow's cast time and that's it. Not fitting 4 attacks in momentum is no biggie either, since any other attack will grant it again.
I played a TW/Regen on Beta level bumped to 50 and found no issues whatsoever, maybe regen will only slow you down a bit if you go try to solo pylons and stuff like that where you'll want the top ST dps chain but I don't care about this, for team and soloing I don't see a problem losing momentum and I even preferred when Build Momentum was BU due to the larger damage bonus.
A Energy Melee Brute would suffer much more with clicky secondaries imo, especially regen because you have to be quick on the clickies. -
Go for what you think will be fun.
Im finding the redraw "problem" on my tw/fa overrated. Its a matter of knowing how/when to use tools. Usually, I use them after momentum(sp?) fades since you'll have some relative down-time anyway. Basically: (firy embrace when I get it) DS, attack, attack, attack, [BM or secondary power as appropriate/needed], continue to attack any survivors (LOL), A TON OF DEAD STUFF, repeat.
I may do /wp or /elec at a later time -
-Add suppressive effects to non-damage mechanics when tankers taunt or to their aura. Leadership powers, self-buff, and secondary effects of attacks of PVE critters would be subjected to some sort of decriment due to the disruptive/taunting presence of a true tank - tank "breaks the will/co-ordination" of the target(s) - similar to PvP effects on us, but only with the taunt and/or aura (all tanks have some aura, right?)
-Higher base regen either as larger regen on ticks or shorter tick interval (or both - doubtful) modest increase to health wouldnt be bad either.
-area of effect of taunt (aura and/or taunt power) scale with team size
Edit: This plus a damage cap addition of 150% (total 550%) could be part of revised Guantlet that would act like Domination for Dominators. Would be built-up by Punch-voke and taunt, then discharged as a clicky exactly like domination, but the effect would be the supression of taunted foes (foes tagged as taunted either by aura or taunt itself). Duration of effect? Hmmm.... 30sec with a 10sec cooldown where no amount of taunt or puching would contribute to building Gauntlet, so 30sec on ~30sec off? IDK. Tank gets a dam buff (the added 150% only when Gauntlet in effect); baddies get suppressed. Good for the tank and good for the good of the team. -
Now, where did that stopping point go...?
Seriously, there are some good ideas here, but eventially everyone could chime in with what is cool and what isn't. They should have just made one basic Essence and gave us the option of picking any NPC. Now there is a problem of what powers to give them... I dont even want to touch with that- unless the just put out generic +def is 5%, dam rez is %10, de-debuff 7% etc. and let us mix and match...LOL! -
Change Numinas for Eradication for now; then Numi sale for winter events - that would be a nice convalescence.
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Grrr... so I have a concept char in mind: Meteor Hammer, that screams TW/FA (and I need spring attack for concept, too)- likely a scrapper for personal reasons, but all of you are making me second guess the /FA aspect. I was hoping to use the tools of /FA in any attack chain gaps as needed.
Should I reconsider? /WP would be my second pick. -
So I heard:
1. Titan Weapons Dec 6th
2. Staff Melee post I22 - movie looked like old youtube vid that leaked
3. I22: Death Incarnate
4. Darkness Controll coming
5. Dark Astoria, Banished Pantheon, Tsoo get looked at/Re-done
6. Enhancement Upgrades Pack as random drops
Can we post this stuff?
Dont ask me questions on this; only caught tail-end of the show. -
I think that depends on how much room for error you want in your /regen playstyle. I've seen good regen players do any primary. I've used MA for some soft-controll (stun/KB) and added Torrent from BM epic to give me more time to react, and no redraw issues. Spine was also good. I'd immagine StJ would be, too. I'd think fire would be more difficult, never tried tho.
To each their own. -
On the Alpha side, Agility boost might be an option: End, rech, defense. No health tho and seems to cost more just to unlock the option. I understand you have enough End, just saying you could have rech and defense if that floats your boat.
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Alpha: Spiritual definatly, but if the +def of nerve can let you hit soft-cap or there is some numeric reason, go for it.
Survival, I'd say Barrier and Void Radial for -dam on targets, Seers with untargetable leut. and w/e for Interface. I like the -dam on target for this.
Damage, still Barrier, Pyro or Ion for Judge, Storm Elemental is good AOE or War Works for AoE and ST, or Chim for ST awsomeness. Again, w/e for Interface. I like Reactive for this.
Strictly my opinion. Thats the nice thing about Incarnate powers each is good enough. Though I would say I answered your question based on the lilkelihood that you don't care what the rest of the team has (I dont necessarily build to fill gaps in popularity).
Good luck. -
Best issue ever!
City of Heroes Issue 21.5: Going Doggie Style -
Quote:This, this right here. Althought that *may* have been done during before the BotZ nerf.*snip*
Example: There's a video floating around of a Fire/Mental Blaster soloing a Giant Monster. Yes, a GIANT MONSTER was soloed....by a BLASTER.....before Incarnate powers even existed. Now if that isn't survivable and damaging enough.....I don't know what to tell you.
Melee/support and/or debuff? Rad/rad options for *all* (this time) the melee ATs. Make it so. The rest of the thread is going as well as expected.kthxsbai.
Edit: Obligatory "this is not the suggestions forums" comment. Tag! your it! -
Add me to the peeps who like the following:
1. "BvP" - great option for bases.
2. Random use of Elite Boss class - this, to me, is like Shadow Cyst Crystals. Doing too well as far as progression, throw in a twist like an EB or particularly high-powered lieutenent. Both sorely under used classes. Obviously, make it a toggle feature at a Trainer for difficulties. -
Have to do more testing, but kb issue seems more of a decimal point issue if anything. Scaling seems odd but predictable against different leveled targets. Didnt this happen in the past, long ago.
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Two changes would be needed to make it perform:
1. Add taunt to integration
2. Add recharge debuff resistance either to the set (as passives) or just to certain powers while in effect (MoG and/or IH) to about 60%(?)