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Posts
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Joined
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I'd rather have a function that auto-deletes certain types of recipes or salvage once it drops for you; this would save me the hassle of having to delete loot that isn't worth the effort of carrying to the vendor. I'd turn off everything except purples and rare Pool As.
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The A/D and D/E are Pool A (enemy kills, Bronze/Silver rolls). The D/R is Pool B (Mission complete drops, Silver rolls) and the triple is Pool C (Gold/merit rolls).
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The Kronos Titan will easily win. Not only does it have a better spread of resistances than most, but (most importantly) its plasma blasts do -Regen.
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Kinetic combat goes in Brawl as well. Also, drop the triple and use the KD proc instead in Boxing and Brawl to save money. Set mules don't require good enhancement values.
HotFeet needs to be slotted for damage - it's the best damage aura in the game. Consume needs more accuracy to hit.
You can use a BotZ in SJ instead to get your -KB protection. This saves a slot, but is more expensive (to the tune of 100m or so - it's your call)
You can get easy S/L defense with Rectified Reticle in Aim/BU. Do not slot GSFC, since 6 slots for 1.25 S/L defense isn't a good deal (positional defense melees who need to softcap all 3 positions are another issue).
Don't skip Build Up at any cost. Skipping Flares is acceptable, but only if you are slotting and using Ring of Fire as a blast; otherwise your ranged single target damage output and damage output while mezzed suffers. If you're using RoF as an S/L defense mule I wouldn't advise it.
What to drop for these powers is up to you, but I would recommend:
1) Hoarfrost - I have no personal experience with it, but considering that with all accolades and set bonuses you are very close to the Blaster HP cap, you don't benefit from the +MaxHP, and you already have Hibernate to heal yourself
2) Blazing Aura - costs more endurance than it should, tiny radius, and the scatter from RoF and Hotfeet will chase things out of it
In order to improve your endurance recovery I'd also suggest not turning on Tough and simply using it as a Steadfast +3 def set mule. Another 15% or so S/L resistance when you are already S/L defense softcapped does not strike me as significant. Dropping Blazing Aura and not running tough is likely to solve your endurance problems altogether.
My example. S/L softcapped, BU and Flares instead of Blazing Aura and Hoarfrost, all attacks properly slotted, better recharge. Note that this build uses debuff HOs to boost defense, which you may or may not consider kosher. You can replace them, but at the cost of less slot efficiency. I also used 5 sleep purples; replace with Call of the Sandman if you prefer not to use any purples.
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ED-cap slot your Taunt with range enhancements, and taunt him from maximum range while flying (use jetpack if required). He does not have enough range to shoot you while under the debuff from Taunt.
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My personal SG base has a diagonal layout and is a compromise between functionality and aesthetics.
I have no "decorative" rooms except for the two passageways that currently have power generators hidden in the walls, to be replaced with a Dimensional Vortex in the garden. My central hall has an Ouro crystal. I put frequently-used facilities near the entrance and lesser-used ones further away, and also keep the entrance and infirmary next to the teleporter wing. High value items that I don't frequently touch go in the vault room.
Everything else goes in the workshop. I put the worktable at the corner closest to the entrance so it's less than a dozen steps from zoning in to crafting. The enhancement table at the bottom left of the picture is always empty; I use it as temporary storage for stuff I want to keep but don't have time to sort properly. I have other tables divided into 3 categories: 1) Singles - Thngs like -KB IOs that are useful on a wide range of characters without consideration as to set bonuses; 2) Maximum level - Maximum level set IOs, generally for frankenslotting; 3) Exemplar level - Level 35 or minimum level set IOs. I don't store common IOs, cheap set IO, or salvage.
As far as TP layout goes, my teleporters are arranged by the zone's level range, ascending clockwise. IMO, for a more spartan base you can do with just the 5x5 room and 8 telepads. The reason is that of the 22 heroside beacons, 6 are reachable by either O-portal or the Pocket D VIP pass (Atlas, Talos, IP, FF, PI, Pocket D); so there is no time saved by zoning into the base to use those telepads. I included all the telepads only for completeness. -
Nice. I'm going to be very interested in seeing what measures he takes to lower prices and how much I can profit from this.
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You have a very poor amount of global recharge for an IO build. At high levels or on large teams this will impact your team support ability with non-perma AB (even under Hasten), fewer teammates under Fort and longer cooldown for your auras.
For defense, I usually recommend getting 20 or 32.5 defense (or slightly more). This way you can softcap yourself by eating 2 or 1 small purple inspirations respectively. Half of stealth's defense is suppressed when you're attacked so keep this in mind.
Your choice of Concealment for a powerpool puzzles me since with SS and a Stealth IO most PvE enemies won't see through you, and those that do will see through all the Concealment powers anyway. Unless you are taking this for concept you'd be better served taking Leadership or other things more beneficial to you or your team.
Personally I'd drop AoE defense as a build goal since I've never found it much useful. I'd much rather get permahasten levels of recharge for a lategame build on an emp. However, if you insist on keeping the AoE defense, I'd suggest something like this. You have 30% more global recharge and 5% more ranged defense, and everything else is almost the same. This example drops concealment for leadership.
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WP is a typed (e.g. smashing, lethal, fire) defense set, so you should prioritize those over positional (e.g. ranged, melee, AoE) defense. Attacks should be slotted like attacks, i.e. damage, accuracy, recharge and however much endredux you can squeeze in, though as a Tanker you can live with less than ED-capped damage on your weaker attacks. High Pain Tolerance should be slotted for +HP as well as resistance; the increased HP helps with your regeneration as well as your ability to endure big bursts of damage. Taunt does not need Accuracy if this is a PvE build, since it is autohit in PvE.
You seem to have gone for a lot of 6-slot bonuses - don't; IO sets are more about knowing what you want and why, slotting exactly enough pieces of a set to get there and using the remaining slot to get enhancement values up to par.
Without a datalink or datachunk to open your build or a summary of what your build goals are I can't say more. -
You do know that half of Stealth's defense suppresses when attacked, do you? With it suppressed, you have around 40 ranged defense which is a bit odd. I think that if you want to build for defense and can't hit the softcap, a better option is to settle for 32.5 defense; this way you have good defense and can still eat a small purple inspiration when you really need softcapped defense, and have much more freedom to take powers you'll actually like and use. Also, any support set's ally +Def shields will softcap you.
Choking cloud is neither the best Hold (EMP) nor your best defense against melee (Hover, Rad Infection) and how useful you find it comes down to whether or not you often enter and stand in melee. If you often use Hover, or if you like to hang back and -res entire groups with Howl, it's of limited value. -
I have... one, maybe two heroes I'm considering going Vigilante with, and the only redside content I see myself regularly playing are the Hami raids.
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It's not beneficial to drop any of your SR passives/toggles in most cases, since they also contribute defdebuff resistance and scaling resistance.
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I don't think the dislike of marketeering has much to do with prices, economics, Communism, #9 threads or the inability to afford anything. Unlike the rest of the marketeering community, I think real-world economic theory isn't fully applicable to the CoH market. And a lot of people who complain are actually extremely wealthy: for example, MeanNVicious recently sold a Gladiator's Armor unique for 4bn and je saist has thrown away "billions" on a softcapped Fire Armor tank before. These people are nowhere near the "have-not" crowd. They're certainly not your hypothetical casual player, staring despondently at 55k for an Ancient Bone. And remember that with the Merit system, people can avoid 99% of the market if they want to.
The real reason people dislike marketeering is that humans consider a system "fair" when there is a general correlation between effort (i.e. in an MMO, time) spent and reward. Our current market, where marketeers profit by a combination of shouldering risk, paying opportunity cost for the use of market slots, some time and taking advantage of the inefficiencies in the system, will invariably be considered unfair. It doesn't matter how much you post about supply and demand or impatience or economics or being forced to use the market because as I've shown above, none of this has anything to do with the real reason: people dislike the idea of others earning billions without farming their way there.
Does the market need changes? Not the sort of changes that people who complain abut marketeering are proposing. I think part of what makes CoH a casual-friendly game is that it, intentionally or not, rewards something other than the amount of time spent grinding, and therefore marketeering should continue to exist. Additionally, desirable IO sets shouldn't be made too easily available; this game has few enough long-term goals (we'll see how the endgame changes this) and such a change would damage the viability of the game in the long run. I also think that people who genuinely think that prices ought to be ridiculously low are, like most of the AE babies who left once the easy XP dried up, not the sort of player Paragon Studios ought to pander to. -
For an invuln tank, the most likely ones are:
E/N:
- 3x Eradication. Avoid the quad; the rest of the set is very cheap.
- 2x Basilisk's Gaze in an APP hold. Chose the cheapest 2 pieces.
- 3x Thunderstrikes in an APP hold/blast.
- 2x Blessing of the Zephyr
- 3x Pulverizing Fisticuffs or Pounding Slugfest. Note that 6-slotting an attack with 3 of each actually gives pretty decent enhancement bonuses.
F/C:
- 5x Mocking Beratement (the 6th slot bonus is 7.5 rech so you may as well go all the way). Note that it goes in your secondary attacks as well.
- 3x Aegis in your toggles or passives. -
I'm always interested in how such discussions inevitably degenerate into accusations of "greed". It never made sense to me how wanting to increase your income is seen as "greed", but wanting to pay less for the same thing isn't, even though they're both a desire to achieve the same result, i.e. you own more stuff.
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New rewards, especially ones that are gated by non-trivial amounts of difficulty/time.
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I'm not qualified to talk about DM, but as far as the SD side is concerned, your biggest problems are 1) True Grit not slotted for +HP (it helps more than the minor exotic resistances) and 2) non-softcapped defense, especially melee defense (you can skimp on AoE a little, and maaaaybe ranged, but I'd try to softcap melee if possible).
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This may just be a playstyle thing, but I'm pretty clumsy, and even I find manual control to be faster and more effective than auto-attack.
I also don't like people auto-assisting through me. -
Quote:Agreed. Even ignoring animation time, 20% more recharge would only equal 20% more DPS if you only had one attack and were doing absolutely nothing else while waiting for it to recharge. When you already have enough attacks that you are never waiting for things to recharge, things become much more complicated and the actual improvement is much less.Except that that's completely untrue! 20% faster attack means a lot less than 20% damage over time. Acting as if there is a direct connection between the two is propagating blatantly false information. When an attack takes 5 seconds to recharge and 1.5 seconds to animate (6.5 seconds), a 20% increase in recharge is going to generate only an 18% increase in DPS. If the power were already enhanced with any recharge (like, say, 60% +rech), the increase would be substantially less (only 9% increase in DPS with that example).
OP, it's good that you want to help, but ensuring your information is accurate, unbiased and up-to-date is required in order to be helpful, otherwise you'll only end up misleading people. When quoting numbers, you should always understand what the numbers mean and how they fit into the context of the game. Try not to be discouraged if some of the responses here seem harsh or nitpicky (for what it's worth, I agree in general that BS + a non-defense secondary = very tough and spines/elec is pretty good AoE damage). We're quick to challenge statements that we know aren't true. -
I know Powerforge did it with his Bots/Dark MM. It may be possible to solo a lower-level GM (which has less regeneration, I believe) without debuffs. However, I'm not aware of any scrappers who've managed to solo a base level 50 GM without temp powers. That would imply over 350 raw DPS, which is a staggeringly huge figure. I'd be really impressed if someone actually managed to do it.
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Quote:Think of it as an emote that costs endurance.Okay, this power sounds, at first glance, completely useless.
Toggle it on. You're now extremely stealthy! YAY!
However:- You can't move, or it shuts off.
- You can't be attacked, or it shuts off.
- You can't attack anyone (which would provoke a hostile response), or it will shut off.
Or am I missing something? -
It would be more correct to say that the Scrapper has more consistent performance while the Brute has better potential. On teams, a lot gets in the way of building fury - controls, other Brutes, Taunt and taunt auras drawing things off you, scrappers and blasters killing things too quickly for you, etc. and not every team has a kin and two sonics to cap your damage and resistances.
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Now this is impressive.
Congrats.
That said, I'm pretty sure it's because HVAS plasma blasts have chance for -Regen in them. I don't think any scrapper could solo a base level 50 GM with raw damage alone. -
It's true that a lot of blueside content (all of the Freedom Phalanx taskforces, actually) is really grindy. Shorter content is a double-edged sword, though: look how villain Merit payouts are one of the major complaints about redside.
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Quote:This community is very touchy on some subjects, and constructive discussion is impossible no matter how well-intentioned you are:Anything I should know about as far as social rules? Do's/ Not Do's?
- Knockback
- Healers
- Server mergers
- Statements that any server (or the game at large) has a low/dwindling population
- PvP
It's best to just not participate in such discussions, although reading them can serve as a good reminder of why you shouldn't take a game too seriously.