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What about "Rooted?" Is it overpowered too?
I did say "Stone Tankers" and not "Granite Tankers"...
There's another problem with adding -recharge. It'd disrupt Attack chains, and the Hasten/Dull Pain cycle.
Whilst it's annoying, I've no real problem with the current -25% Endurance crash. I have a problem with 0% recovery, and I'd have issues with -recharge disrupting my INV Tanker's Perma-Dull-Pain cycle.
Finally, -Recharge and -Run Speed would also mean that Ice Armor Tankers and Electric Armor Brutes don't get hit nearly as hard, since they get considerable resistance to those effects. -
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1) Make the crash -50 max end. Those who have fought vanguard know this is still quite tough, as it would halve the rate of end recovery, but it would still alow recovery and toggles to break even.
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-50 Max_End still seems a bit harsh, but it'd effectively be half as bad as what's been suggested by Castle. I could certainly live with this if the -25% End part of the crash was removed.
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2) Increase the recharge on Rage so it can't be stacked. That would mean the -25 end drop at the end couldn't be avioded. This could also be done by making it's recharge unbuffable.
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As it stands, you still get the -25% End every time rage crashes. they "fixed" that stacking bug a while back. Castle has basically said that Rage stacking is OK providing you get penalised for it in some way.
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3) Make the crash -dmg -recharge -move speed. If you are tied you won't move so quickly.
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Was suggested on the US, but shot down because it would overly penalise Stone Tankers.
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4) Instead of a to hit buff, give rage a -5% to-hit debuff. Remove the crash all together. All that angry flailing about sould make you less likely to hit, not more.
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It's not necessarily "Crazy" rage, but "Focussing more energy into fighting" rage. Thematically it probably makes more sense for it to have a gradual endurance "tick" whilst you're channelling more of your energy reserves into hitting things, so if we're going by thematics then it'd make more sense as a toggle power.
Purely from a Game-Mechanics POV: Rage increases damage and accuracy. It makes sense that any crash should negatively-impact the qualities it buffs; not unrelated things like regeneration, defense, resistance or recharge. It's perfectly fine from a mechanics POV to have an Endurance cost or -Recovery debuff factored-in to signify the cost of actually using the power. However, the crash needs to be "balanced" enough so that players feel the power is actually useful to them (the positive effects of the buff outweigh any negative impact of a crash).
Personally I'd prefer to see a major crash in Damage output and Accuracy, with a slight endurance or recovery crash. This would fit with being "burned out" after over-exerting yourself for a long period of time: your limbs are in pain/numb so you find them difficult to move them- you can't hit things as hard or as accurately as before until you recover.
Say, -999% Damage, -50% ToHit and -20% Endurance. Taunt is autohit PvE, and other mezz/knockdown effects can be made to work with enough accuracy or +ToHit buffs, but this doesn't penalise your survivability in any way. The ToHit debuff won't be overcome with just stacking rage - your +ToHit will top out at about 31% when slotted, so you still have nearly 20% to be made up through other buffs like Fortitude or Focussed Accuracy. The upshot would be that you could still perform perfectly well "defensively" during a crash, but you would be greatly penalised for performing "offensively".
The only set that the -ToHit would negatively impact defensively would be DA Brutes (their leech heal needs a tohit check) but since Dark Regeneration has a fast recharge, they have resistance shields, and they couldn't heal during the OLD rage only-affecting-self crash anyway, they won't be too badly effected.
Tauntless Fire Tankers/Brutes with their non-autohit Taunt Aura might have some issues holding aggro through the crash... but that's about the only downside I can see, and it can be overcome with +ToHit buffs. Brute Fury building wouldn't be affected since you gain fury even when you miss your target. -
Personally I think the most ridiculous thing about the change is this:
Under the current system, the only time a "proper SS tanker" uses Rage is when they're soloing, or aren't that concerned about holding 100% aggro. Using it whilst tanking for a team is risky, since whilst "taunt" (the power) can outlast the 10 second only-affecting-self window, taunt auras and gauntlet effects don't.
Now consider the "changed" rage. With the hefty endurance crash and -recovery period, it's dangerous to use when soloing for most of the Tanker and Brute SS-variants. So that leaves teaming with buffers.
Unfortunately, things like RA and Adrenaline Boost won't help you during the 10-second downtime... so when's the time Rage's crash will affect you the least? As Ohms and Sin pointed out above... it's when you're teamed with a Kinetic. And when a Kinetic with Transference is on the team, you should be already at the damage cap for most of the time... therefore the extra damage granted by Rage is going to be mostly useless anyway.
In that instance, all Rage would do would grant a ToHit buff. So you'd probably be better off grabbing Focussed Accuracy from the epic pools, since it now COSTS YOU LESS ENDURANCE THAN RAGE TO RUN... -
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Now if thats the case and your build forces you to stand there and do nothing then aren't you in exactly the same position as you were before?
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No, because whilst previously you lost 25-27.5 Endurance on a Rage crash, now you will lose 25-27.5 Endurance AND not be able to recover ANY endurance for 10 seconds. That includes the endurance that is eaten by your toggles, and any extra endurance that you use through attacking during that 10 second period.
It works out at anything from 50 to 70 Endurance, just for hitting that "Rage" Button. Do you actually expect a Dark, WP or INV Brute to deal with losing out on 60-70 Endurance every time they pop Rage? Like Tanker Ice/, Brute /NRG and /Elec get endurance drains... but the other secondaries (even Fire) will really struggle.
I don't even want to THINK about trying to double-stack Rage under the suggested new system. -
The Mako Proc is more for Sirens PvP.
It circumvents the one-shot code... so AS can get a toon from full to 1HP, and the Proc will kill them.
The reason I have four Makos plus the Proc in my original build is that eventually I intend to replace the Mako Proc with the Purple Hecatomb one (which triggers more often- 33% instead of 20% of the time)... -
A Blaster's Nuke inflicts -1000% Recovery, which can be overcome by an Empath's Adrenaline Boost.
(The controller version of AB requires one Endmod to do this)
The proposed change to Rage means that even with 7 Empaths firing AB at you, you're not going to recover. -
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31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.
[/ QUOTE ]Acc != ToHit
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Never said it wasnt, but if you look again you will see i said tohitbuff.................. and thats a huge difference, if you dont think so try slotting tohitbuffs in your normal attacks instead of acc.
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#1: You can't slot ToHit Buffs in attacks.
#2: It's not until you start fighting stuff with High Defence that +Tohit becomes better than +Accuracy.
The appropriate formula is: NetToHit = Accuracy * (BaseToHit - Defense)
NetToHit = 0.75 * (100 - 0)
= 75% chance to hit something (with no buffs, no defense)
NetToHit = 1.0 * (100 - 0)
= 100% chance to hit something (with +25% Accuracy, no defense)
NetToHit = 0.75 * (125 - 0)
= 93.75% chance to hit something (with +25% ToHit, no defense)
You get capped at "95% chance", but +Accuracy is better than +ToHit against normal, unbuffed PvE foes.
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If you outdamg so many ppl with your AR you must be teaming with really bad player
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AR is one of the better Blaster primaries when it comes to AoE damage. The damage type is quite well-resisted, and much of it's output is damage-over-time instead of spike damage, but it's not "low damage". -
Generally in order to be 'team friendly', you're going to want to be able to "scrap" a bit.
Dual Blades is fairly good for this since it promotes the idea of keeping attacking (rather than AS'ing then rehiding) in order to get the effects of combos. Regen is also a good choice since you have low downtime.
In order to maximise your scrapping potential, you're going to want to have as low downtime as possible. Slotting Numina/Miracle uniques and/or endreds will ensure you can keep attacking constantly.
IME, teams appreciate consistently high damage output and survivability over "situational" powers like Resuscitate. Put recharges in Placate (so you can critical regularly) and make sure your attacks are well-slotted. Recall friend is one of the better situational potions, since Stalkers can easily ghost to the end of a mission when the need arises. Being able to TP the entire team to the end-boss is quite handy.
Also, don't skip AS, slot it well. It's going to be a lot better versus Archvillains soon. -
1) Battle Drones
1) Web Grenade
2) Pulse Rifle Burst
4) Caltrops
6) Equip Robots
8) Hover
10) Assault
12) Protector Bots
14) Fly
16) Force Field Generator
18) Repair
20) Manoeuvres
22) Tactics
24) Vengeance
26) Assault Bot
28) Poison Trap
30) Seeker drones
32) Upgrade Robot
35) Trip mine
38) Detonator
41) Static Discharge
44) Charged Armour
47) Electrifying Fences
49) Electric Shackles
Bad/Poor/Useless powers are in red. And you're missing Acid Mortar (Which is a big 'no-no'!)
Personally, I'd go for the below. Probably with Teleport or Leaping as my travel power rather than Flight:
Villain Profile:
Level 1: Battle Drones
Level 1: Web Grenade
Level 2: Caltrops
Level 4: Triage Beacon
Level 6: Equip Robot
Level 8: Aid Other
Level 10: [Travel Power #1]
Level 12: Protector Bots
Level 14: [Travel Power #2]
Level 16: Force Field Generator
Level 18: Aid Self
Level 20: Poison Trap
Level 22: Assault
Level 24: Tactics
Level 26: Assault Bot
Level 28: Acid Mortar
Level 30: Maneuvers
Level 32: Upgrade Robot
Level 35: Trip Mine
Level 38: [I like "Confront" here. Since you seem to like being hidden, perhaps "Stealth"?]
Level 41: Charged Armor
Level 44: Electrifying Fences
Level 47: [Empty - Completely Optional Pick #1]
Level 49: [Empty - Completely Optional Pick #2]
Note that if you take Stealth and then use a Stealth IO in Sprint, you'll be hidden and still be able to command your Henchmen. Although frankly, being hidden defeats the purpose of Mastermind's Bodyguard mode...
When the enemy hits YOU, the damage done is divided amongst all your minions and can easily be healed back with Triage Beacon or Heal Other. When the enemy hits your bots, they tend to die. Going for +defence from set bonuses and taking taunt can be helpful. Alternatively, buff your henchmen's defense and stay hidden. -
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Just looks like those with an independent end recover power (EA, Elec, Fire) are going to gain a bit from this and those with access to Conserve power (All heros, villans with elec and EA) will be able to manage easy enough, and their's always CaB's and kins to help in teams.
Anyway, I'm sure they'll do the numbers on test and if they don't like it we won't see it.
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Conserve Power won't do squat against a loss of 70 Endurance points. Ice Tanks will be able to manage, Elec and NRG Brutes will be able to manage. Fire Tanks/Brutes *might* be able to manage if they time it right. Stone, WillPower, INV and Dark are going to get *HAMMERED* by this. Especially Dark.
Not so long ago, if you activated a second Rage before the first one wore off it would negate any endurance crash... so we've effectively gone from 0 to 70 points of endurance cost for it over the space of a few issues. -
Aye it's a tight build.
Water Spout should have level 50 IOs in it, any Common IOs should always be level 50, you need to get a Perception IO into "Build Up" and you're lacking damage in Assassin's strike, but other than that s'fine...
Level 6: Assassin's Strike -- Mako-Acc/Dmg:33(A), Mako-Dmg/EndRdx:33(7), Mako-Dmg/Rchg:33(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg:50(13), Mako-Dam%:33(37)
Level 8: Build Up -- AdjTgt-ToHit/Rchg:33(A), AdjTgt-ToHit/EndRdx/Rchg:33(9), GSFC-ToHit/Rchg:50(39), HO:Membr(43), Rec'dRet-Pcptn:20(46) -
What Anonymous said.
Also, this is pre-i9 thinking:
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SO this let you slot 3 end reducers in your attacks if you have end issues.
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In the land of IOs, we don't necessarily want to waste our time slotting common IOs when we could be going for much more useful Set Bonuses. Like Recharge, since SS suffers from long recharge times.
You also fail to consider the drawback of not being able to damage anything during the ten second crash period. During this time, you will not be hurting ANYTHING, so your damage comparison will fall apart.
Finally, other sets get "Build Up". Regardless of the duration of Rage, it does not produce more potent self-buffs than Build Up. Meaning that whilst "Rage" is likely to be a better option for damage-over-time, it's still not going to be any better than "Build Up" for spike damage.
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No other selfbuff in the whole game this overpowered, so stop whining about it beeing changed especially if its not a nerf but only an adjustment to auras......
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No other self-buff in the game cost over 50 endurance to use.
Rage costs 25% of your endurance bar (27.5 Endurance when you factor in accolades). Castle is now talking about ALSO adding a ten second period of zero recovery, during which my INV tanker would normally recover 34 Endurance. Rage therefore costs my Tanker 61.5 Endurance.
A SS/DullPain Tank with "Quick Recovery" will be even worse hit. They can easily recover over 40 Endurance in ten seconds, meaning that a single application of Rage will cost them nearly 70 Endurace.
Rage is a good buff, but it is NOT worth 70 Endurance, especially if it zeros your damage for ten seconds. -
You're missing a lot of opportunities to slot LOTG +Recharge IOs, and there are a few attacks that are underslotted for Damage, and IMO TP Foe is waaaaay overslotted.... but other than that, it's fine!
I dug out a slightly older build for my Em/Regen. The power choices are different to the ones in your build, but it's mainly designed to function <30 as a Sirens' Call PvP build, and >30 as a PvE/PvP Hybrid... so you might be able to take some slotting ideas from it. At the time I was flicking between the idea of either Assault/Tactics or TPFoe/TPSelf for Sirens, and would have stuck a 4th slot into Build Up with a +Perception IO if I went the TP route. I rarely use Placate in PvP due to the Mez stacking bug, which is why it's at 35.
Currently I'm working towards a variant of the below build that has MoG and the Mace Mastery -fly/-jump Hold.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
False Colour: Level 50 Mutation Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Energy Punch -- Mako-Acc/Dmg:33(A), Mako-Dmg/EndRdx:33(5), Mako-Dmg/Rchg:33(5), Mako-Acc/Dmg/EndRdx/Rchg:33(11), HO:Nucle(46)
Level 1: Hide -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx/Rchg:33(37), LkGmblr-Def/EndRdx:33(37), LkGmblr-Def:33(46)
Level 2: Bone Smasher -- Mako-Acc/Dmg:33(A), Mako-Dmg/EndRdx:33(3), Mako-Dmg/Rchg:33(3), Mako-Acc/Dmg/EndRdx/Rchg:33(11), HO:Nucle(13)
Level 4: Reconstruction -- Numna-Heal:50(A), Numna-Heal/Rchg:33(15), Numna-Heal/EndRdx/Rchg:33(15), Dct'dW-Heal/Rchg:50(19), Dct'dW-Rchg:50(19), Aegis-Psi/Status:50(46)
Level 6: Assassin's Strike -- Mako-Acc/Dmg:33(A), Mako-Dmg/EndRdx:33(7), Mako-Dmg/Rchg:33(7), Mako-Acc/Dmg/EndRdx/Rchg:33(9), HO:Nucle(13), Mako-Dam%:50(37)
Level 8: Build Up -- HO:Membr(A), HO:Membr(9), HO:Membr(39)
Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(50)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:33(43)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Integration -- Numna-Heal:33(A), Numna-Heal/EndRdx/Rchg:33(17), Numna-Heal/EndRdx:33(17), Heal-I:50(31), RgnTis-Regen+:30(34)
Level 18: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:33(40), Numna-Regen/Rcvry+:33(40), Mrcl-Heal:40(43), Mrcl-Rcvry+:40(43)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:33(23), Numna-Heal/EndRdx/Rchg:33(23), Dct'dW-Rchg:50(25), Dct'dW-Heal/Rchg:50(25)
Level 24: Stealth -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx/Rchg:33(34), LkGmblr-Def/EndRdx:33(48), LkGmblr-EndRdx/Rchg:33(48)
Level 26: Energy Transfer -- Mako-Acc/Dmg:33(A), Mako-Dmg/Rchg:33(27), Mako-Acc/EndRdx/Rchg:33(27), Mako-Acc/Dmg/EndRdx/Rchg:33(29), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Dmg/Rchg:50(36)
Level 28: Assault -- EndRdx-I:50(A), EndRdx-I:50(29)
Level 30: Tactics -- EndRdx-I:50(A), EndRdx-I:50(31), GSFC-Build%:50(48)
Level 32: Total Focus -- Mako-Dmg/EndRdx:41(A), Mako-Dmg/Rchg:41(33), Mako-Acc/EndRdx/Rchg:41(33), Mako-Acc/Dmg/EndRdx/Rchg:41(33), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/Rchg:50(36)
Level 35: Placate -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 38: Instant Healing -- Numna-Heal/Rchg:41(A), Numna-Heal/EndRdx/Rchg:41(39), Numna-EndRdx/Rchg:41(39), Mrcl-Heal/Rchg:40(40), Mrcl-Heal/EndRdx/Rchg:40(42)
Level 41: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(42), Heal-I:50(42)
Level 44: Water Spout -- UndDef-DefDeb/Rchg/EndRdx:50(A), UndDef-DefDeb/Rchg:50(45), UndDef-DefDeb:50(45), UndDef-DefDeb/EndRdx:50(45)
Level 47: Invisibility -- LkGmblr-Rchg+:50(A)
Level 49: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Assassination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+17% DamageBuff[*]+1.8% Max Endurance[*]+25% Enhancement(Accuracy)[*]+30% Enhancement(RechargeTime)[*]+244 (20.3%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 23.3%)[*]+MezResist(Immobilize) (Mag 40.9%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 24.4%)[*]+7.5% Recovery[*]+80% Regeneration[*]+3% Resistance(Psionic)[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr /> -
Agreed... Consider that Rage as it stands now is "-25% Endurance". Over a 10 second period (the "zero recovery" time) my IO'ed INV/SS Tanker currently regenerates 34 points of endurance.
Using Rage in its "changed form" would therefore effectively cost me 9 points of endurance MORE than it currently does on live. Even if the defence debuff was dropped, I'm not sure about that tradeoff. -
Unless you're using Purple "Ultra Rare" sets, the bonuses will only work at -3 to the enhancement's level. I've got level 33ish IOs for Sirens... apart from Uniques, the rest are all 40 or 50 (depending on the type).
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Personally I absolutely love the "-damage instead of OnlyAffectingSelf" change, but I detest with a passion the "-Recovery instead of -Defence" change.
I don't hate the crash because I intend to be attacking during the crash period, but because I want my INV tanker to be able to keep his toggles up. Zero recovery is not good, even if it's "only" for ten seconds.
My INV is fairly heavilly slotted for Endred... but over the course of ten seconds, he'll use anything from 15 to 22 endurance simply by standing there with his toggles running. Heaven forbid I use "Footstomp" (for the knockdown, available every 7 seconds) at another 12 endurance a pop... or Hasten crashes... -
Yes, it'll still work, though it'll be even better if you put set IOs in there instead of Common ones.
For a Stalker, the +Stealth Movement IO (PvP) and the +Perception ToHit one (PvP/PvE) are probably the most important. After that, traditional wisdom is to build for as much +Accuracy and +Recharge as possible.
Personally I rank +Damage quite highly on a Stalker. My own EM/Regen has +25% Damage at "Sirens Call" level from a combination of Assault and Set bonuses. He gets +Perception from Tactics and a little +ToHit (which stacks with a Kismet unique in Combat Jumping). I find it isn't worth going for +MaxHP if you can get enough recharge to make Dull Pain "Perma", since the Stalker HP Cap is so low... but +Regen can be useful.
And I'll always opt for SuperJump over SuperSpeed... -
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trading quick recharge and lower end use for a bit more spike damage
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Pretty much.
(Broadsword is functionally identical other than higher Recharge Time, Endurance Cost and Damage) -
I rank The Leadership powers pretty highly for MMs. Perception is practically required in CoV due to all the mobs that self-stealth or debuff perception, and Assault stacks beautifully with Supremacy.
Manuevers is a very small buff by itself, but since you can also get the +5% Defence aura IO, your pets (Ninjas and Bots in Particular) become noticably more survivable. Particularly if you're /Traps, /Dark or /FF.
On my Bot/Dark I have got Assault and Tactics, both with two Endred SOs. On my Bot/Traps, I have Assault (two level 50 Endred Common IOs), Tactics (two Cyto HOs and a level 50 Common ToHit IO) and Manuevers (level 50 LOTG +Rech, Cyto HO, level 40 GOTA Endred/Def, level 40 GOTA Endred/Rech/Def).
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My MM is bots / dark, so I was also wondering with the Bubbles from the Protectors, Shadow Fall, and Manouevers if it's possible to get anywhere near the def cap?
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Nope, but you should be able to get fairly close to "only being hit 5% of the time" through a combination of Dark's -tohit debuffs and +defense from those listed powers. And you'll get even higher with set bonuses. -
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Yeah but, if people don't show respect towards you then why should you respect them back? U'd just be wasting your time anyway. But yeah I agree with what you say about the new person.
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Because:
(i) You'd not be any better than the first idiot is (either morally or in your actual perceived behaviour), so logically you would have no reason to get upset with them in the first place.
(ii) You would encourage the first idiot to act the same way the next time because they know their behaviour winds you up and that they are going to get a response out of you.
(iii) You would effectively be showing any onlooking newbies that "namecalling and poor behaviour = PvP".
In order to gain respect, you need to do something that proves you are worthy of that respect.
Acting like an [censored] "just because other people are" does not foster respect, but contempt.
Note that I've no problem with beating seven shades of brown stuff out of your enemies in a PvP zone; but treating people like dirt is not only bad form, but completely goes against the grain of a "multiplayer" game. The only exception I could ever see that would give someone a genuine reason for treating another person badly in a CityOfHeroes PvP zone would be if they were both roleplaying and at least one was a "villain". -
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The main advice I would give to anyone in a PvP Zone is to treat others as you would have them treat you
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The fairest way IMO is to treat others as you get treated, I sure treat others how I get treated.
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Which is exactly how new(er) players get put off interacting with a lot of the "established" PvPers.
Just because someone behaves like an anal-retentive idiot towards you (and "You" doesn't refer to Globey in particular here), doesn't mean you have to behave the same way to the next person you happen to encounter.
And even if it's just a case of taking it out on the same person that "wronged you": if someone new sees "a mouthy idiot fighting another mouthy idiot", do you really think they're going to want to stick around? Far better to just smack down whoever wronged you in combat and not give in to any of the verbal goading... that way you retain the moral high ground, display your skill, and show up the idiot for the [censored] they are all at the same time. -
From what I can see of Gang War:
600 Seconds recharge, 120 Seconds duration.
At the recharge cap (500% Recharge) you'd be looking at 600/5 = 120 seconds downtime.
So it'd *just about* be perma with 500% Recharge (Say, 100% Base, 100% from Enhancements, 70% from Hasten and the remaining 230% from a combination of set bonuses and LOTS of allied speedboosts...?) -
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I don't see much point in slotting it for range
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If you're tanking certain AVs, slotting range in your taunt will allow you to stay out of range of the AV's own attacks (and therefore take much less damage!). This assumes you can keep the AV in one spot...
Tested it versus GW's Soul Storm the other night, worked like a charm.
For the vast majority of PVE play you'll be Toe-toToe Tanking though, so I wouldn't waste many slots on taunt unless you're already at level 50. My INV/SS just has two level 50 Rech/Taunt/Range Set IOs in his. -
Over countless hours of playing my level 50 Human/Dwarfie PB, I've never had any complaints about the Knockback. Just takes a bit of practice to hit the foes together rather than apart, or against a wall.
I did find levelling him a bit of a slog until level 18. And voids were a problem until my late 20s. And Endurance consumption was a big problem (even with Conserve Power) until I got him loaded up with IOs.
But he's probably always been my most fun toon to play. Currently he can more than handle his own endurance, and he's no slouch when it comes to either Damage dealing or Tanking. About the only thing that ever kills him these days is high-level Void Bosses. Now if only he'd get a mez protection toggle for Human form... -
Lui/Lou/Lew?
A (Mad, Zombie) Sheep in Russell's clothing?
I get confuzzled with all the forum names... not to mention "dodgerblue" text on a light blue background...
Agreed on the lack of a general Supergroup forum though, would be a nice addition to the EU side!