Kurugi

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  1. Quote:
    Originally Posted by NeonPower View Post
    Cool, ill have a go at Mids building a WP/SS build

    any tips to which IO's give nice Res and Def bonusses???
    Kinetic Combat gives 3.75% S/L defence when 4 slotted which is very good if you're trying to soft cap your defenses, but if you can't afford those Smashing Haymaker is the cheaper version giving the same bonuses just to a lesser degree.

    If you take taunt Mocking Beratement (or Perfect Zinger) is a good set to 6 slot and I don't think they're too expensive but I haven't really checked recently. I'd say if you're more focused on defense go for Mocking Beratement, and for more damage Perfect Zinger looks better.

    Eradication offers 3.13% defense to Energy and Negative damage, and a good HP boost with the 4 slot bonus too.

    Reactive armor for resist powers/toggles is good. The 3/4 slot bonus gives 1.25% defense to Energy, Negative, Smashing, and Lethal. Defense sets don't really have as much of a clearcut set for upping durability, but I'd probably go with Serendipity or Red Fortune.

    I'd say go have a look at Call_Me_Awesome's guide for capping defenses. It's an Inv guide but I'm sure it can give you a good basis for a WP tanker too.
  2. Quote:
    Originally Posted by NeonPower View Post
    I like fast paced gameplay, and that means quick attacks with brutal damage to make me feel super strong (My mains are scrappers if you can't tell =P)
    I'd say for quick attacks choose a set that doesn't have an attack with an animation time greater than 3 seconds. I believe that would be Axe, Mace, and SS, although Rage probably makes SS pull ahead.

    Quote:
    Also for me to feel strong i need fast paced recovery and regen as well (and PP being added in i16 that shouldn't be too much of a problem)
    WP gets Quick Recovery and is I believe the most Regen based primary available for tankers. Even with just generic IOs you can get to over 1000% regen if you've got a lot of mobs around you with RttC.

    Quote:
    I want to be able to get as close to both the defence and Res caps as possible, and i would preffer to be more in the middle that having to choose between the 2.
    Again, WP is a pretty well rounded set offering a bit of defense, resistance, and good regen and recovery, but in terms of raw durability I believe Stone Armor is still #1 with Invulnerability in a close second.

    So I'd say most likely you'd want a WP/SS.
  3. Kurugi

    Priorities

    TLDR:
    Basically, what's the priority order for the following stats for an Inv/ tanker with already capped S/L defense/resistance:
    Regen
    Recovery
    HP
    Recharge Bonus
    Fuctionality of DP (i.e. the importance of maximizing the recharge/healing of this power)

    So I've been messing around on mid's for the past few hours just toying around and trying to maximize my Inv/Elec tanker for I16. For the most part it looks good but I've run into a bit of a "can't have your cake and eat it too" situation. I can't seem to decide how best to slot Dull Pain/Health. Initially I 6-slotted DP with Doctored Wounds and put the 3 unique IOs into health, but then I decided to fiddle around and see if there was a better way to milk the stats for everything they're worth and I seemed to have opened Pandora's Box in the process >_>

    I guess the best way to set this up is list each way I've tried slotting and list the pros and cons of each setup. I'll state the "title" of the setup and then follow it with the pros and cons of each.

    First, here's the data chunk to my build just so you can view all of my defenses/resistances etc.

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1401;704;1408;HEX;|
    |78DAA593CB52134114867B2613424242C000E17E099770090 32CAC52ACD28560091|
    |28D42B152A910DB3012072A8916B81175EB4A2D5DF920966F E1FDF20496A56FA0F1|
    |9CF337A942974E25FFD733DD7DCEF97BCE64F716A24A1D9C5 156F46C295FA96CACE|
    |5FD6D5D0E66F345AFA0424AA97E3CD958D037B55FD1EE927F F74EC9D7E5FCA657F2|
    |AAFB3D663AAB4B5ABB8B255DA896BD026E5B97FC2D5DD67ED 53D1C44733B3B25F79|
    |C57F575A5829B159DDFF5FC62446E5677B5BE11338B8A5B55 9A482CEE7A05779132|
    |16F737B2F94A5597F73BA9AE09FABF0D9358F457B580EAA74 15A350C004382684AF|
    |04B1D5EB5A0CA11522A7299D0A72257042DAB828EF382A165 C1BBB0094EBBAC0B12|
    |C85E01B2887E51D07C493098B378D76F5A1F30BB023909E42 0977324573F720D225|
    |7031D75104E54709C90511F287DC8980BC15C23CC35C25C33 CCD9A4619330BC654B|
    |299E60E89620BD2D982C09A66F0B3A28611376594D5F6C4E3 8F95590A4999899896|
    |1660E33219A89A3223B7E5ADC4EAF4B0DD3CB824F5447AB65 C982D6E30447A9637F|
    |B191822410C4493C915ADA9E02CF0473CF8117028ED66EDCB 57FB3E52D7D1774FE0|
    |07E0A7AF7F0EAEE09DE502149739CC98CE2409FE9519729BE AB45CAED6E03DA05FC|
    |AE7B90C9EE9947B1BD8623C2804A85383AD6F44DE13D1EC14 7CA3260120F24E5880|
    |216F71B1CA4D010C368886134C4301A62040D318286E06618 35BB46E17B0CBEC7E0|
    |7B0CBED3F09D866F8BEA1BC72E67FCBED89A38001E000F059 38F04015A3E655A6C0|
    |A2D96418B65D06219B49843EB5CB3CEC5D9CD24001CE10C8E F03DB99F35EE6733D2|
    |C5BD4EFDD3A31F5D6AE59F2739A7FEA1294B9E4C38F50FFBB FAE57D1C35CE17C842|
    |2AE91A81C8FD6797495E51ADF5E67E1256A9347051ED55ED7 77C74F70412759E659|
    |4EB13CE64521FE889A58A22C31966696384B0B4B82A583A59 BE5254BED0FCAC8F2B|
    |B|
    |-------------------------------------------------------------------|

    Note1: the slotting I have is my initial slotting of DP/Health.
    Note2: In the following setups I'm only going to list HP and regen/recovery bonuses as pros even though some sets offer defense/resist bonuses. This is mainly because the majority of those bonuses are obtained elsewhere in my build.

    6 Doctored Wounds + 3 Uniques in Health
    Pros:
    Highest Recovery*
    5% Recharge set bonus
    All 3 unique IOs in an auto power (if you put a unique into DP it only gives you the bonus while DP's effect is in effect).

    Cons:
    Lowest HP
    2nd lowest Regen


    5 Numina's Convalescence + 2 Uniques in Health (2 of Miracle set)
    Pros:
    Good balance between Regen/Recovery
    Highest HP**

    Cons:
    2nd lowest Recovery unless DP is in effect
    DP is not ED capped for recharge
    I don't really like having the "all-around" unique in a non-auto power

    5 Miracles + 2 Uniques in Health (2 of Numina set)
    Pros:
    Highest Regen
    Highest HP**

    [uCons:[/u]
    Lowest Recovery (2.93/s) unless DP is in effect
    DP is not ED capped for recharge

    5 Regenerative Tissue + 2 Uniques in Health (2 of Numina's set)
    Pros:
    Highest Recovery*
    5% Recharge set bonus
    Good balance between Regen/Recovery

    Cons:
    2nd lowest HP
    Least functional DP (with this setup you have to really choose between maximizing healing or recharge, can't have both unless you give up the Recharge set bonus which I don't want to do)

    *both are tied for highest Recovery
    **both are tied for highest HP

    So that's all the different variations I've tried. Hopefully this isn't too confusing, and thanks for any advice.
  4. Quote:
    Originally Posted by Starflier View Post
    Yeah, Warmace is a pretty sweet set. The tier 2 attack, like with most tanker secondaries, can be skipped or respecced out of later on. I like AoE, and passives, so I'd keep Whirling Mace, but that's just my opinion.
    I didn't even take the tier 2 attack in my build so dropping it isn't even an issue. The only other thing I could probably survive without would be taunt, but I do find it useful and the IO sets for it give some pretty sweet bonuses. I can drop Unstoppable for one but I just can't find a place to take the other.
  5. Cool. Thing is I'm making an Inv/War Mace tanker and WM looks pretty tight. I read some guide (bit out of date though I think) that said if you have to drop an attack, Whirling Mace is the most likely one, and I guess I can understand why since it's pretty much just an AoE Bash, but I do like having as much AoE as possible.
  6. So I know these were always considered pretty skippable powers, but I was wondering if that's changed. My brother has a lvl 50 Inv tanker and he told me I want to take every single power in Inv, and that the autos are good now because they give resistance to Def Debuff, Slow, and end drain.

    So I just wanted to know how necessary the status resistances given by these powers are and how it affects if I should take them or not.
  7. Quote:
    Originally Posted by Dread_Shinobi View Post
    Wrong. In fact you should never have taken Total Focus in the first place unless your only goal is to look pretty doing cool animations.

    Energy Punch+Bonesmasher > Total Focus



    Numbers: (assuming 99.08 dmg slotting)

    Energy Punch

    0.83 sec activation
    110.7 smashing dmg
    106.3 energy dmg
    217 total dmg

    Bone Smasher

    1.5 sec activation
    201.5 Smashing dmg
    86.4 Energy dmg
    287.9 Total dmg

    Total Focus

    3.3 sec activation
    110.7 smashing dmg
    283.4 Energy dmg
    394.1 Total dmg

    Using both energy punch and bone smasher deals out 504.9 damage, 110 more dmg than total focus in 70% (1 second) of the time it takes you to use total focus

    While you're doing 90.7 less energy damage using EP+BS compared to total focus, you're doing 201.5 MORE smashing damage than total focus. If any enemy had so much more smashing resistance than energy resistance, enough for it to come out even, EP+BS would still be taking less time to cast, and you could even follow up with your tier 1 blast in the same amount of time it would take for you to use total focus.





    Don't take Total Focus, big numbers aren't everything.
    Yeah that was my initial thought on it. The only thing you really save on with TF is endurance.

    I remember playing a dragoon in FFXI which was a class that didn't hit as hard but it hit more consistently and we'd always say a lot of people had "big number syndrome" in that for some reason they thought doing 1200 damage in one big hit was better than doing 250 damage in 5 rapid hits (and yes both would animate in about the same time) even though 250 x 5 is 1250 damage. People just liked the one hit for 1200 because I guess it was like fireworks for them.."ooh! ahh! pretty!".
  8. Quote:
    Originally Posted by Novella View Post
    Fair enough on the nuke. I must have misread your post because I thought you said you were going ranged over melee.

    Also if I am not mistaken unless they have changed Irradiate for Blasters it should be a -37.5% defense base so using Power Boost would basically floor the debuff, but I haven't checked numbers on Radiation Blast for Blasters.
    According to my mid's Irradiate is -21% defense base with Power Boost increasing it to -37.5% but it could have been changed on test and just not updated in mid's yet I suppose.

    Quote:
    Total Focus is 72% energy damage and 28% smashing damage so against enemies with the 1.25 energy resistance you will basically end up 1 or 2 shotting them. Bone Smashing is 70% smashing and 30% energy, and Energy Punch is 49% energy and 51% smashing. As I mentioned before, if possible have all three because the damage is 2nd only to the Elec Manip set in terms of raw damage.

    Total Focus is a 100% mag 3 disorient, and Bone Smasher is a 60% mag 2 disorient so they are good for mitigation.
    Well like I said I'm not sure exactly what I could drop to take both EP and BS. Neutron Bomb I guess since you think I have too many AoEs and it suffers the same kind of thing Energy Blast's Explosive Blast does (does less damage than the set's cone, except Rad's cone has the same amount of end cost and recharge). Plus I thought using it in conjunction with Irradiate would be nice to stack my -Res proc on as many targets as possible and they both have the potential of hitting the most targets.

    Quote:
    I hate when people refer to Blasters that use melee as Blappers, it sounds so stupid. Anyways, your tactics sound fine and all but with Radiation you wouldn't have to use hit and run tactics because most of what you will be hitting will be dead since you will be increasing your chance to hit with the debuffs in the rad powers. I have always liked Cosmic Burst like a melee attack even though its range is like 40 or 50 and coupled with Bone Smasher and Energy Punch you will have a nice short range attack trio. A Blaster is there to dish out hurt and if that means ranged or melee then so be it, do what you have to do is the way I look at it, but try to avoid being called a Blapper and slap anyone that calls you that stupid name.
    Heh, I use the term only because of what it identifies, and that is a blaster who focuses on his or her secondary more than their primary. The secondary for most blasters just happens to contain all of their melee attacks which is why the two are associated together. Personally though I think if you aren't utilizing all of the abilities available to you (all of the ones you feel are useful to you at least) then it's almost like you're only playing half a character.

    Quote:
    I see. Well to each his own I guess. The only powers out of Elec Mastery I like are Shocking Bolt, and Surge of Power. I only took Charged Armor so I could stick the Steadfast unique in it, but I don't even have it in my tray.
    I just figure why use a power to temporarily take a target out of the fight when I can just kill it and take it out permanently, and I thought using it together with Electron Haze would make a nice 1-2 cone knockout
  9. Quote:
    Originally Posted by Novella View Post
    Thunderstrike has an AoE component, but the damage is nothing special on it. Total Focus is single target only with a hold.

    Dropping Total Focus would be a bad idea only becauseof how much damage it does, but if you really don't want melee then its understandable. However I would ask you to considered the damage it does in those instances where an enemy closes to melee on you. Total Focus will out damage any ranged attack you have so its good for those moments.

    With recharges considered, EP and BS won't outdamage Total Focus because the core of its damage is energy based. People constantly bring up the activation time, but I have enver found it to be an issue because whatever you hit with it dies, unless its an AV or a boss that is +4 to you.

    Personally I wouldn't even bother with Static Discharge because you have plenty of AoE powers as it is and slotting Surge of Power is kind of blah, but then aggain that is my opinion.If you are planning on going the ranged route then why bother having Atomic Blast since that will require you to be in melee range?
    Actually I said I was going to have a mixed playstyle with slightly more focus on range, not that I was going to be ranged only. I'm taking my nuke because...it's my nuke...and big explosions are fun!! I'm taking Irradiate because coupled with Power Boost (which is the main reason for my choice of /Energy) that's -37.5% defense.

    I didn't realize how much of TF's damage was pure energy though, plus it does about 66% of the damage my nuke does give or take, and the disorient component is almost guaranteed right? So whatever doesn't die is useless for a little while. I guess it is worth keeping in that case. Plus it's probably much more end efficient to just use TF instead of the 2-3 attacks I could fit in its place.

    Truthfully I was thinking more along the lines of using my melee powers for like hit and run kind of tactics. After Irradiate punch a couple guys in the face then get out. If a mob wanders up to me kill him with TF or hit him quick with EP or BS and then knock him away with Power Thrust. I'm not a scrapper, or even a blapper, but I do want to use all of the tools I'm given.

    About Static Discharge, first off I can't just drop it from my build because then I couldn't take Charge Armor/Power Surge, and the only other choice is Shocking Bolt which honestly I probably wouldn't use too often because I tend to spend too much time blowing stuff up on a blaster to care about control. Plus I've been playing MMOs for about 6+ years now and I've always had a soft spot for AoEs so I'm a firm believer that you can never have too many!
  10. Quote:
    Originally Posted by Liberty_Paradox View Post
    Blaster Neutrino isn't nearly as fast of a recharge as defender/corruptor (4 sec base), so I wouldn't go as far as four personally, he has a lot of global recharge so maybe 2 procs.
    Something about losing guaranteed functionality and guaranteed set bonuses for slotting chances of extra things happening just doesn't sound logical to me. Two might be ok but four just sounds absurd.

    Quote:
    Originally Posted by Novella View Post
    In all honesty I would take Energy Punch and Bone Smasher because both put out impressive numbers. Since Rad has a -def effect you wil hit more often and the issue of smashing damage vs energy damage is not as big an issue as people make it out to be.

    Depending on what you are fighting the smashing portion of the melee attacks can be decreased, but that is mainly against foes such as Werewolvees, Paragon Protectors, Freakshow, Vampyrii, etc. However some enemies that are also stronger to smashing also have a weakness to energy meaning the gap in damage is filled, i.e. Freakshow are resistant to smashing and lethal but weak to energy.
    Don't really have anything I can drop to take both unless I drop like Super Speed but even if I did I don't really have the slots available to make it worthwhile.

    I might drop Total Focus for it *watches as everyone picks up their torches and pitch forks* because I'm not really looking to play this guy as a blapper. Truthfully I'm probably going to be leaning a little more toward ranged, and I don't really fancy spending 3.3 seconds on one attack, especially a melee attack.

    If Total Focus was an AoE like Thunderstrike I might be more inclined to it but I'm pretty sure based on mid's description it isn't (it lists Total as just melee, while for Thunderstrike it says melee(AoE)) and spending over 3 seconds on one single target attack, even though it is a very damaging attack, just seems like I could do more damage in less time with EP + BS...
  11. Quote:
    Originally Posted by Novella View Post
    Why specify the obvious? It is implied that I am talking about myself seeing as the information you read on this screen is coming from me. There are more reasons NOT to take Lighting Field than there are to take Lightning Field.



    Using your example and knowing how excellent the four melee powers in Elec Manip perform you should know that even having EF running wont really make much of a difference because those attacks will drop the enemy before EF has the time to really contribute. Aim + Build Up + CB + HP = just about dead anything, and if you mix in SG that will drop a boss quickly.



    Explain to me how you get attitude out of some pink letters on the screen that are just summing up my opinion to a question? If you agree with him then two are the only two people since I have been on this game that have ever said anything to that effect when it couldn't be more wrong.

    Not once have I ever said I am right or wrong because in this game everyones experience is different hence why I never give my opinions in a general sense, I give them from my point of view which is all I can do.
    Eh, I just tend to disagree with telling people that certain powers are worthless no matter what because I believe every single power in this game can be worthwhile to someone out there. It all depends on playstyle.
  12. Quote:
    Originally Posted by Novella View Post
    I'm sure you aren't the only one that disagrees. If you like the power its only obvious that you would disagree. I on the other hand find it to be a worthless power.
    I think you need to specify that you find it worthless because it doesn't have much use to your playstyle. As Miladys_Knight pointed out there are other playstyles that can vastly benefit from a damage aura like Lightning Field.

    Personally having played an Elec/Elec blaster in my opinion if you aren't planning to play as a blapper (or at least a mix of ranged and melee) you're wasting one of the main perks of /Elec which is the really beefy melee attacks it has. For a blaster that plays as a blapper (which, in case the OP doesn't know, is a blaster that plays more like a scrapper and focuses more on his/her melee attacks and being in melee range) a damage aura is very useful since you'll be in melee range much much more than a ranged or mixed blaster.

    Edit: btw I think that other guy called you an elitist because you do seem to have a kind of.."I'm always right" attitude when it's really not about being right so much as just personal playstyle. Just because it doesn't work for you doesn't mean it doesn't work for anybody else.
  13. This is more of a dream build at this point as A) I won't be able to make this character until I16, and B) I'm dirt poor, but I thought having a build I can go "oh, shiny!" and look forward to might spur me on.



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(45)
    Level 4: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(9), RechRdx-I(15)
    Level 6: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(46)
    Level 8: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(9), RechRdx-I(15)
    Level 10: Swift -- Run-I(A)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50), Mrcl-Rcvry+(50)
    Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Thundr-Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
    Level 22: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Achilles-ResDeb%(43)
    Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40), T'Death-Dam%(46)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40), Achilles-ResDeb%(45)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(48)
    Level 44: Charged Armor -- Aegis-Psi/Status(A)
    Level 47: Surge of Power -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(48), RechRdx-I(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Super Speed -- Clrty-Stlth(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance





    Hopefully I didn't violate the "rule of 5" anywhere. Had to get rid of some 3% DamageBuffs because they were all over the place.

    I do have one question about Energy Punch vs. Bone Smasher. I know pretty much everyone recommends Bone Smasher no matter what archetype you are due to it's higher base damage, but I got to looking a little closer and I noticed that the smashing portion on Bone Smasher compared to Energy Punch is about twice as much while the energy portion goes down by 10, and the total damage itself is only 35 higher than Energy Punch (unenhanced).

    Even when enhanced Bone Smasher's smashing damage is almost twice that of Energy Punch's, so smashing resist is going to affect it twice as much, right? I'm not exactly sure how high some mob's resistances can go, but according to the smashing damage listed for Energy Punch/Bone Smasher in my build (119 and 216.6, respectively), if you had, say, a mob with 50% smashing resistance that would reduce Energy Punch's damage from 244 total to 173.7, while using Bone Smasher on the same mob would reduce it's damage from 320.2 to 201.1 (assuming my math is correct), and the higher the smashing resistance the closer both get in terms of damage dealt.

    So given that, since smashing is one of the most commonly resisted damage types would the fact that Bone Smasher does almost twice as much smashing damage as energy put Energy Punch on even terms or perhaps make it slightly better when you also take into account its faster animation time and lesser endurance cost and recharge time?

    Thanks in advance for any tips and advice
  14. Quote:
    Originally Posted by Black_Marrow View Post
    Its that the AoEs have a -Def component and every attack in the set can be slotted with an Achilles Heel -Res proc. That and it's almost entirely energy damage (in comparison to ENERGY BLAST who has a fairly large percent of it's overall damage as SMASHING. If I wanted to do smashing damage at range it should have been called Smash Blast, but I digress). Its a great PvE and PvP powerset, all considering, especially when the Achilles Heel procs start going off.

    Even without the Proc, the AoEs all come early in the game (irradiate can be taken at level 2) not counting Neutron Bomb and, although the Recharge was icreased to reflect blaster se tendancies, it's still just a well-performing set. I can't explain it.

    Just try one and you'll see what I mean.
    Heck just looking at some of the numbers on mid's, a power boosted irradiate reduces defense by 37.5%. Now I don't know if -DEF works the same as +DEF in regard to caps or all that, but that sounds really nice to me.

    That's pretty cool about Achilles' Heel as well.
  15. Quote:
    Originally Posted by Atheism View Post
    Eh, I'm still trying to find what's so great about Rad's AoE damage. So please, someone enlighten me.
    Perhaps he's referring to the quantity of AoEs that Rad has? It has the same number of AoEs as fire (4) which was always one of the more AoE intensive blaster sets.

    I'm looking forward to making a Rad/Nrg blaster come I16. Power boost increasing the -DEF component of a lot of Rad's blasts, while probably a bit excessive, sounds very nice.
  16. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Nethergoat View Post
    WOW!

    I guess there is something new under the sun!

    +rep for you, good sir or madam!
    Eh, I just realized I was being a bit of a hypocrite since I've gotten upset at people elsewhere trying to tell ME what the right way to play is, it's not really right for me to turn around and do the same thing...
  17. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    That's the great thing about this game, you can have it either way and it's ok. But then you have people like yourself who says its not ok.
    My apologies. You're right, it's not my place to judge what's the "right way" to play because truthfully the right way to play is whatever allows you to have the most fun. The only reason I really got into this debate was because I didn't agree on rating an arc based on inaccurate reasons, and I didn't mean for it to escalate into anything more than that.

    Personally, if I was someone who was focused on reward and I came across an arc that was clearly more about the story of it I would either:

    A) not play the arc at all
    B) play the arc but not give it a rating since it doesn't fall in line with my values, and it wouldn't be fair to rate an arc based on values it wasn't meant to represent
    C) rate it on story instead of reward since that's obviously what the creator cared more about

    but that's just me...
  18. All I got from the OP is he/she decided to forego repetitive content in favor of doing..other repetitive content.

    When you get right down to it everything in this game is based on repetitiveness. Radio missions are just the same mission types on the same mission maps with the same mission objectives against the same enemy groups over and over and over and over.

    AE farms are so repetitive I can't even bring myself to do them, going from one group of the same mobs to the next group of the same mobs to the next group of the same mobs to the next group of the same mobs to the...

    The only difference is one might be seen as more convenient or rewarding than the other.

    Usually I just join teams and do radio missions but I did decided to slow it down on one toon and focus more on story arcs, but not just do them, actually read the story (since they're called story arcs after all..) and it was actually a lot of fun knowing exactly why I'm doing the missions instead of just for XP/merits/whatever.
  19. Quote:
    Originally Posted by Zekiran_Immortal View Post
    Was it an informal one, or one from the game's system? Big difference
    Oh, we just always made sure to level together. I thought that's what you meant

    @Forbin: The only reason I accused her of being condescending was because she used the phrase "it's not that hard" which I guess I took a bit personally and thought she was trying to make me feel incompetent.

    If such was not the case then I apologize.
  20. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    I'm aware of that, and I'm indifferent about being able to do level from 1 to 50 in atlas, but it IS intended. You can effectivly see 100% of what the game has by fighting in AE, but it is heavily diluted with customs and mobs that don't actually exist in the game.
    I seriously doubt the developers put in AE with the sole intention of allowing people to create their own mindless farms and to make the game even more of a grind. I seriously and utterly don't believe that at all because IMO if that was their intention with this system then that's a very stupid thing to do. In my eyes (and in many other people's eyes) AE farms are the bane of this game and have put the game in a stranglehold, plus it breeds noob after noob who gets powerleveled all the way up and then either runs off not knowing how to play his archetype or probably even what half his powers even do, or he just makes a new character and does itall over again.

    It's obvious you only care about the destination, but there are many who care more about the journey, and in a game like this I think that's much more important.
  21. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    The intention of AE was to level from 1 to 50 without leaving the starting zone
    Which is the one of the saddest things I've ever heard, reaching the level cap without ever leaving Atlas Park...my friend's told me there are some actual new players who have done this. People who have actually never stepped foot outside of Atlas Park ever except to maybe get their cape/aura costume pieces.

    Excuse me, I'm going to go resub to WoW and try to get to lvl 80 in Durotar while only seeing about 1% of what the game has to offer...or wait, no I'll go play FFXI and reach 75 in Valkurm Dunes, or better yet maybe pop on Everquest 2 and level up only in Antonica.

    (If you aren't aware those are all low level zones...actual with the level sync system they have now in FFXI I probably could lvl up all the way in Valkurm Dunes...so sad)
  22. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    Also, the intention of AE is being nerfed to hell. As is, I think the reward/risk ratio is skewed to much to the risk. An all boss ambush should not be worth less than a mixture of minions/lts/bosses. It will just cause people to hand pick minions, lt's, and bosses that all have attacks against the characters strengths instead of just bosses, yet an all boss mob that has strength in everything you might be weak against gives significantly less xp and can face plant an entire team.
    "The intention of AE"? I'm pretty darn sure the original intention of AEs weren't for players to create an army of mindless farm missions that would rocket them through the levels without them even having to leave the starting zone (which as I've said elsewhere is freakin' sickening to me). As was said earlier, the intention of AEs were to allow players to create their own stories.
  23. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    If I ran it spawned for 8, and gave me significantly less rewards than the next MArc, yes I would give it a low star rating.
    Wow..I don't know why but that just sounds really shallow...

    Like eating a meal really fast without taking the time to savor it, that's how I see playing a game for nothing but reward.

    Quote:
    Originally Posted by Rikis View Post
    Then the analogy of someone going to a horror movie expecting a comedy is dead on. Otherwise, you would simply skip it for the next farm arc you could find. Going to a story focused arc and expecting farm rewards is absurd.
    Yay, someone who understands my point
  24. Quote:
    Originally Posted by Zekiran_Immortal View Post
    Perhaps you and your friends should start a level pact group of characters all at the same time. If they're your friends, and they want you to play with em... maybe you should try it. It's been in the game not very long, and is probably subject to changes, but still. read up on it.
    Yeah. Truthfully I talked with my bro earlier today and he said everyone else is really just waiting for Issue 16 to come out, so we'll probably all just chill out and start from scratch then.

    When I first started playing CoX we had that level pact and it was really fun, closest I've gotten to 50 (45), so hopefully with I16 we'll be able to do that again.
  25. Kurugi

    Bad Mouthing CoH

    Quote:
    Originally Posted by Folonius View Post
    I can do whatever I want in the scope of the game. If I choose to one star an arc because the rewards suck, then that is my prerogative. That is the problem with giving users the power to rate other users content. IMO the rating system just needs to go away because of that aspect.
    I suppose you can, but like I said it just doesn't make sense to me. It's like what I said about going to see a horror movie and not liking the movie because it didn't make me laugh. Well most horror movies aren't made to make people laugh so my opinion doesn't make much sense.

    Friend: So Neg, what'd you think of the movie? Pretty scary huh?
    Me: Eh, it didn't really make me laugh much..
    Friend:Umm..it was a horror movie, it's not suppose to make you laugh.
    Me: Still, I wish it had made me laugh. I didn't really like it because of that.

    Same thing with a story based AE arc...

    Creator Guy: So what'd you think of my arc? Pretty neat story, eh?
    Me: Eh, didn't give me much reward...
    Creator Guy: I know, that's because I actually decided to put some thought into it and create a cool story...
    Me: You should ditch the story and just focus on rewards. *goes back to doing boring farms*

    Maybe that kinda thing adds up for you but it sure doesn't for me.