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Quote:I didn't really address what to shoot for... Most every Brute player (heck, every melee player) will tell you the best way to get real durability, is to be really good at one aspect of survivability, and then layer on other forms of protection. High Resist types always want to add defense, and maybe regen, too, for example. It's often a lot harder to that with the 'squishie' types. Often, all you can do is to me good at one thing. Defenders (and Corrs) often have more options, by being able to use a debuff consistently and layering that with a high def or high resistance. Sonic/ however, doesn't offer any defensive debuffs unless you count those in Liquify, which you shouldn't, as it's not up often enough (don't disregard or ignore Liquify, tho, as often, it'll get ya outta a mess). What Sonic/ brings is several forms of mez, and a big extra boost to resistance. But, if you go for resistnace, you'll probably not end up with def to any large degree, and vice versa. Given that def helps a bit more, and also that def also aids vs mezzes, I'd build for def first then resistance, then mez tools, then healing in this case. For most non-melee types I'd go def first, then other stuff, but a different set may make self heals a bigger priority.Hey there, was having an interesting conversation with a fellow defender who says she built her defender to be a mini brute with the -res and some solid defense. Just wanted to get an idea of a good build to shoot for.
Thanks in advance!
Bottom line, try to get as many types of survivability tools as you can for real toughness. Then get one of them, really high. I prefer Defense as the priority on squishies for several reasons, but mez and debuff are certainly among them. If you have great tohit debuff tools, you could easily flip this, and got for decent Defense, great resistance, and rely on the debuff to keep you as safe as if you had a high end def. Sonic/sonic doesn't have that option, tho. -
I posted a build in this thread....
http://boards.cityofheroes.com/showthread.php?t=291121
for a sonic/sonic that should be very sturdy. Like bill says, you could go for more Resistance to s/l but going for soft capped s/l/e Defense and than sitting at 50% s/l seemed a smarter way to go for a really durable build.
This build adds in plenty of mez/soft control to acts as further mitigation, and also has several heal procs to keep topping up the health while you just do your thing. It's built to be able to solo fine, but still have all the tools expected out of a sonic/sonic when teaming. But it is pretty expensive.
Here is the data chunk again...
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Not meaning to point out the obvious, but as you asked.... +4/x8 means pretty much that not only was the difficulty not turned down, but up as high as it can be barring the extra buff/debuff settings.
To the OP. Big grats! Now you can go for a solo MoITF next. -
Sorta seconded. I'd prefer sets come out in themed or related pairs.. Like water and nature can be sorta said to be a theme.
I'd also like brief hiatus from 'forms of energy and/or classic Greek elements armours' for a while. I want more sturdy, aroury armours. And that said, I already get my wish. Bio Armour is a really neat and novel concept. And with luck, maybe powered armour next. -
Somehow, water blast igniting a fire seems wrong. If you could ignite it some other way, and a water blast could allow it to spread all over the place, tho, that would be awesome..
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I usually wait for a new issue.
If you don't want to do that, and things are that tight, I can probably reimburse you the cost of an End Mod generic IO, or send ya one, of whichever level you wasted by slotting it in there. Then you can just drop a new IO of whatever sort you want over the old IO, let teh old one just get discard at no lose to you, and I'll eat the cost for ya.
Feel free to send me an email in game. Global is the same as the forum name.
You could also petition it and they might get ya a free enhancement unslotter or something along those lines, but I wouldn't hold my breath. -
I'm fine with how the choices can be made as is. You want extra raw damage, take an alpha that boosts damage. You don't think it's worth it, take some other alpha. If musculature wasn't worth it, and you choose another, why does it need to be nerfed to not affect Judgement and Lore. If everyone always took musculature, then maybe I'd think about that argument, but plainly that's not the case. Based on player responses, Reactive is the one I'd look at (not that I want any of them nerfed, mind you).
To the OP. Gods yes. I love my musculature. Now, I didn't take it on both my Incarnate Brutes, but the one that didn't take it, is still planning to as shards just sorta show up, but at present he's mostly collecting threads. The Brute I did take Musculature on, I love it. I love the damage and the extra endurance. Can't wait till I get my Cimerorans at T4 to go with. -
Quote:Ahhh! I see. Very good points, thanks. Never thought about the hidden factor. Very glad you pointed that out.Right now AS is a good contender for it for a few reasons.
-The proc chance is based off the base recharge, and AS' base recharge is high enough for the proc to occur 100% of the time (as long as you don't have the buff from the last time it procced on you, still.)
-Being hidden can interrupt your attack chain in combat when using AS, now that AS has a potent, quick, non-hidden state. But it won't matter if you put it in AS itself. -
Quote:Wait... I thought only the ones in Broad Sword and Katana stack with themselves... I was under the impression that Defensive Sweep, Guarded Spin (And Storm Kick on a Tank) only reset their duration if it hit again before the defense bonus expired.
Parry and Katana's variant do stack with themselves. Storm Kick on a tanker doesn't (but it does add +Def to all positions).
Not sure about defensive sweep and guarded spin. Kinda curious on that front now.
While it's not the final authority, Mid's shows Defensive Sweep as being stackable, but not Guarded Spin. -
Quote:That's a very good point. So, if each of the powers that had a scaling +Res could slot to enhance that +Res, allowing I think 3 powers to be slotted for Def and Res, that might be a change I could get behind. It would allow for slotting options, and allow for the ability to better choose your focus, without adjusting the base performance. There might be a few holes in that plan, I'll admit. I'm just throwing ideas out as they occur to me.One problem I noted from very early in Issue 9 beta was the fact that separate from raw performance, SR is much more limited in its slotting opportunities. Most melee defense sets then, and all of them now, have more set slotting opportunities. Its trivially easy for all melee defense sets to slot defense, resistance and healing sets, except SR which has a significant blind spot with resistance sets. The only way to slot those is to take tough, which requires a separate prerequisite power on top of that.
Quote:On the topic of the OP, if you ask me what would I completely revamp if I could revamp anything, I'm going to give a weird answer. I would revamp the set of the first two attacks in every offensive set in every archetype collectively. I would make a special design rule for them allowing them to be faster, recharge quicker, and cost less to use. This would allow lower level characters to be more active while they are building up their powers, and allow greater flexibility in making higher tier powers more interesting, knowing players always have a better set of "bread and butter" attacks that work well in general. Players would have to rely on long "attack chains" less, and get more mileage out of more situational or longer recharging powers.
I'd say that's a remarkably good idea/suggestion. I could get behind this. -
Quote:The simple answer is yes, in theory, but just because there's a reason to do so, doesn't mean that reason makes that a high priority item to actually do relative to all other things the devs want to do. The farther behind older sets get in theory relative to newer sets, the higher that priority likely becomes. At some point, they'll probably look at them, but that point may be many newer sets into the future, and possibly years down the road. It depends on how much of a difference there actually is, and that's going to be informed by how well the newer sets perform, and how popular they are in terms of being played, relative to older sets. The longer the older sets can "hold their own" against the newer ones, the less likely the devs will prioritize revamps.
That all makes sense. I think in many cases, the performance difference between those lagging a little and those pushing a little is minor enough that a skillful build more than compensates. And if they all fall inside an acceptable range either side of average, then no biggie in my opinion. However, as average shift, eventually, some things are going to fall out the bottom end of the acceptable range. I don't think that's happened yet. Those that under-perform now have done so for a while, and not because of a slow drift upwards in the average. -
Quote:I can totally agree with this suggestion. If changes are made to an AT as a whole, utmost care should be taken to keep the set as close to functionally the same, and as close in play style, as can be.I completely agree with what you are saying here. Personally, I don't need blaster changes, as I am very happy how my old broken down blaster plays. But, I conceded to some changes back on ... eh, the 4th page or so of this thread. Chances are, I'll adapt and be fine with them, who knows maybe I'll like them better. But, there have been some exaggerated claims made in this thread, both on the side of blaster weaknesses. And, on the side of what that fix could or should be. I think whatever this change is, it should remain very close to what the blaster playstyle has been for years now.
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As I said, you could easily do this, and choose the ones that enhance recharge, get the recharge out of it, and get the set bonuses. It does make some sense, but only if you really like the set bonuses you'd be getting.
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Quote:This analogy is wrong. You put 4 tires on a car because it must have 4 tires to work 1/2 decent. Unless it's one of those 3 wheeled cars, mind. The correct analogy is "There is no reasons to put 4 tires on a turnip." Because they don't do anything, it's pointless. I do exaggerate, but only slightly. End mod doesn't do anything, so there is literally no point to slotting end mod. Res does help some, but unslotted Force of Nature gets you close to the Res cap.If you have and Res from somewhere else, than you get very little gain out fo slotting FoN for Resistance either. If not, than it might be worthwhile. Might, but probably not. If +50% res across the board won't save ya, you might be better off eating an orange or a purple or both at that point. I'd much rather make sure it's up when it's needed than enhance it's resistance. But I will admit, adding Resistance is an option that does something. And it's up to an individual persons tastes, build, and play style to make that final call.That's like saying there's no reason to put four tires on a car, since you only need one on a unicycle.
Quote:The option is given, to slot End Mod on the power. It should do something.
Quote:I dont know what you mean by the slang terms, "mule" and "mule fodder," but I gather you are saying that End Mod Sets shouldn't be used either. But again, that option IS available, and something I have considered using, but given that the ONLY reason to slot an End Mod set is for the set bonuses, it is hardly worth it!
Quote:Other things you could slot on this power include Damage Resistance and Endurance Reduction, but what I want to slot on it is Endurance Modification. It is allowed. I just want it to work. Is that so wrong that I should consider myself stupid for trying it? -
I'm addicted to the set (combo's) I haven't tried yet. So I'm always trying a new one or new combos.. Or a set I have tried, but on a differnt AT to see how it works from a different perspective.
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Quote:It does, but it's a very realistic (slow) damage over time aura. 2 hp/hour for every 10 secs you stay in the aura.... If the fight lasts longer than 10 minutes, it's guaranteed death sometime next week....I'm just curious why a set that would thematically have a damage aura isn't getting one? I mean, it's radiation.
Edit: Joke aside. Rad means something different to each different person you ask. Or, to some people it means everything.. A set can't reasonably be expected to do everything, so something had to end up cut. I expect they choose to cut the damage aura, since damage aura powers are fairly well represented and choose instead a more novel power to make the set more interesting. -
There is no reason to slot anything in this other than recharge. I don't recall, but if it takes sets, you can use it to mule something, but I might not. If it can't be mule fodder, a recharge and you're done.
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So, does nobody know? Or should I take it to mean that there is a lack of consensus? If so, where do you place the ATE Proc? And why?
I assume most people try to fit it in. I had heard that was the case, and to me it looks like you'd want it in most any stalker build. Or am I wrong on that and it's so 'meh' that most people don't bother? And even those that do don't really care where it goes and just put it wherever that they can fit it in? -
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Ninjitsu.
So, in other words, all the defense-positional armours.
And yes, that clicky sorta annoys me, too. But I do love being able to double stack when/if the situation warrants it. -
Quote:I think you're reading FAR more into the 'mirror' comment that there is. I choose the world, so I know what I intended to convey. Most people understood what I intended to convey. You did not. Perhaps I choose the word poorly. I meant, specifically, that the blaster secondary should be reworked to include enough of tools like can be found in the Dominator primary that it can better survive. Just like the Dominator secondaries include enough tools the like of which can be found in blaster primaries so that they can kill... Hope that clarifies my intent enough that you are no longer confused.Ok, the blaster AT is a unique one in that it doesn't have a mirrored AT. Blaster changes are coming, yes. But, I would hope for something more than just a simple mirror version of an AT already in game. To simply mirror an already existing AT, seems like an easy out to me. None of the other ATs you mentioned were 'changed' to mirror another AT. They came into the game that way. How would that take away an option? It would take away something unique, and turn it into a mirror image. I honestly don't know how else to explain that. I'm not saying there couldn't be some things borrowed from other ATs, or improved upon in the blaster sets. But, to totally mirror another AT would take something away from the blaster playstyle that has been here for years.
Blasters as they currently stand have an attack primary and as a secondary, the have some mezzes/control/soft control and more attacks.
Conversely, Doms as thy currently stand have a Control as a primany and an attack secondary with maybe some soft control.
In theory and play, Doms lock down some (most, all) of the enemy, and then use moderate strength attacks to whittle the enemy down. It works, mostly.
In theory, blasters don the same, but since the mezzes are SO much weaker, they have to rely on killing a lot faster, which they are equipped to do.
In practice, they don't have enough of one or the other, is what I'm hearing. So tehy either need more attacks/damage or more mitigation. I opted for mitigation in my suggestion, and in the form of mezzes since most blasters already have some, it seemed the least drastic a change. And because it's sorta proven method. And mitigation from buffs/debuffs has been done several times before. 3 times using the buff/debuff as the secondary, and never with the mezzes as the secondary. It seemed the most unique option. I never meant it to mean that a blaster would/should get Dom and Troller sets exactly as their new secondaries.
If you just don't like that suggestion on a visceral level, though, that's fair.
One nit-pick, though. The blaster isn't the one unique one. One, it shares it's primaries almost identically with 2 other ATs. Second, while the don't have a strait inversion relationship with another AT like Corrs/Defs do, or Scrappers/Tanks do, etc that still isn't unique. MMs also have no inversion. And they share their primaries with no other at. -
Quote:Actually, the Resistance hardcap can come into play fairly often. I have a shield brute, and run fairly often wit the diff cranked, and against Def debuffing enemies, bad things can happen, and quickly. Many times, One with the Shield and an orange or 2 is the answer. With just OwtS, and without the orange, I'm at 70% Res to s/l. If I were a Scrapper, that's be pretty much it, but if I need to, it's not hard to go above what a scrapper could see. Granted, that's taking inspires into account, but to totally disregard that possibility isn't going to get ya the full story.WellI will add my two cents. shield is a defense set positional defense to be precise and defense has a softcap which is same for everyone which is %45 for normal content and %59 for incarnate content. Since hardcaps doesn't matter brutes extra HP limit, res limit don't make much difference for shiled because you can't reach them unless you find some godly set bonuses combination but I yet to see such combination. All on survival difference between a shield brute and a shield scrapper is starting HP and it is not that much of a difference.
On the other hand as others pointed out damage difference is a significant one and shield is one of the few secondaries that have damage dealing power.
That said, to the OP, I'd probably still recommend Scrapper for this combo. They will still be very durable, just not as durable as a Brute can be. In exchange, tho, you'll push more damage, and you'll never have to chase Fury. -
Quote:No, don't get me wrong. I'm glad you like the game. Love getting new folks that love the game into the game. Love it when CoH makes money, as it means more chance for me to enjoy this game longer. And I'm happy for you that you can afford to invest so heavily into something I've enjoy for quite a while...I like this game. Take into consideration: I created my account on Sept. 29, 2011. (A couple days after the game went F2P I believe) First paragon point purchase so I could upgrade my account was October 6 for $5. So I've earned that many tokens in several month's time. (January and May were the only months I didn't buy points
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I'm just very impressed. Happy, and impressed.. -
Quote:Ah! I see your point. Actually, I wasn't mixed up at all, because I was totally ignoring these. I've got them, so why think about them. But now I see your point. If I ever do go FTP (which I don't see happening) that would have surprised me, most likely. But not now, thanks to you... I appreciate that clarification.I was referring to the inclusive VIP sets like Olympian, Defense, IDF, etc which the Paragon Market interface won't allow you to buy if you are currently VIP but that if you drop to Premium you won't be able to use them.
In that instance; you have to rebuy those costume sets UNLIKE the T9VIP sets which are permanent.
Mayhap the persons that insisted to me that you'd lose access to VIP costumes if an account went Premium was basing their thought process on the 'somewhat' precedent of those sets you mentioned. I can certainly see why they might have thought that now. But I'm glad they are wrong, and glad to have talked to folks that have actually tested it. Thanks again everyone. -
Quote:Agree 100% on FF. And I never thought of it like you you pointed out. It really should have some debufs or something other than the shields, because with 5 non-buffs, it's a remarkable non-debuffy set. I hadn't ever thoguht if it that way before. I did always agree that it needs something, but never thought about it needing more debuffs. But perhaps that is what it calls for. I could also see the absorb mechanic being a good natural addition to this set.For me, it's Force Field. I think Force Field is the most iconic of the buff/debuff sets, and its a shame its not stronger than it is. I'm hoping Force Field picks up some of the Absorb mechanics from Bio Armor and that its enemy effecting powers become more worthwhile of a set that has 5 of them (the same number as Cold and Time, sets that are never mistaken for pure buff setslike FF is just because its "debuffs" are awful).
Of the remaining buff/debuff sets: Trick Arrow, Poison, and Sonic Resonance.
Blaster secondaries across the board aren't that great. Hopefully that is handled somewhat in the Blaster revamp. Devices specifically is in a dire place. There should also be some reason Blasters get 8ft radius PBAoE toggles, which are currently just weird.
Also agree about the blaster secondaries...