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I played Villains before Going Rogue. To tell you the truth, the only pet I have is the Disruptor from Mace Mastery with my Crab because he already has 2 more pet powers.
I really tried to keep them with my old Brute and all pets just died too easily. And the damage they bring is low. -
I'll just add some minor info since Grumpums already posted a good summary.
Speed Boost - This power, among others, is becoming a PBAoE in the near future. It will be much easier to buff your team. Increase Density, AFAIK, is not, but it can be a mule to slot KB protection if you don't take a resistance armor.
Mace Mastery also provides Focused Accuracy, which is really useful, as well as the other powers already mentioned. The bonus it offers helps with the ToHit checks required by Kinetics.
I picked up Repel, but because a) I have room for it and b) my primary is Dual Pistols. If you decide to take it, just learn to use it since it can be a source of complains from your team. -
Quote:Well, you quoted me. And not the entire post, but the first 3 lines were directed at me.I get the impression that you think my entire post was directed at you, which is wasn't.
Quote:Rest of your post is bacily a recyle of what I already said, but in your words *shrug*.
But I'm glad we agree at the end lol -
My focus while answering was soloing, since the OP said he wanted to take that into account.
Painbringer is useless if you are a CORRUPTOR soloing. This is not the MM forum. I gave examples, Brute and Tanker, I didn't say they were the ONLY ones. I didn't say /Thermal was better than /Pain. I just reminded how the last tier powers worked when soloing. Both power sets have their merits. I have tried both Corruptors and MMs with both sets.
I see a lot of ties in your comparison table, which I disagree. Some powers even have buff/debuff components that take other tiers into account, it is not as simple as pairing some powers. Team size also matters, as well as positioning, damage type, enemies, etc, which were not taken into account when you covered teams.
It really depends on your play style since:
- Both have buffs that are "click and forget" but /Thermal also has Forge which you should apply everytime it has recharged. And as already said above, the Shields will become PBAoE.
- Both have an AoE and a ST heals, but /Pain has Share Pain, which is a big heal and a self damage buff.
- Both have an Ally Status Res, but /Pain also offers minor +Recharge and +Perception with Enforced Morale. So it is not a tie with Thaw, which offers Cold resistance, unless you are doing the Winter Event
- Both have an Ally Rez, but Conduit of Pain also buffs you. Again, not a tie with Power of the Phoenix.
- Regarding damage mitigation for your team, /Thermal has Shields and Heat Exaustion while /Pain offers Soothing Aura and World of Pain. Soothing Aura heals ~8% every 4 secs, roughly 2%/sec of your HP, if people are near you. /Thermal shields don't protect against Psi or Toxic, they can't be applied on yourself, but your team will have this benefit even far away from you. World of Pain offers ~18% Res (if perma), even for Toxic and Psi. HE debuffs you opponents damage by 50% before debuff resistances, such as from AVs, are applied. It depends which enemy type you are fighting and the damage type they deal.
- Painbringer is very different from Heat Exhaustion. First, you can use the later while soloing. Second, if on a team, everyone can benefit from a debuff instead of a single-target buff. Couple the -50% DMG with Chemical Ammo and you will debuff a lot of a single target's damage. We could take World of Pain into comparison which gives Res (All). Against an EB, HE wins. Against an AV, don't forget they have debuff resistances, so it's not simple, it depends on which one you are fighting against.
- In terms of damage buffs, World of Pain offers +ToHit and +DMG, which Forge also offers. /Pain has lower numbers for everyone, /Thermal has bigger numbers to some. Anguishing Cry and Melt Armor must also be taken into account since they provide -Res and -Def, but you have to work for them to be perma. Since Anguishing Cry offers more -Def and is applied to all enemies instead of just one, it is better alone. But the answer to which power set is better depends on Recharge Bonus and team size, as /Thermal can supress the difference provided by Anguishing Cry.
So the questions I would make are:
- Do you prefer healing more with Share Pain or paying attention to Forge's recharge time?
- Do you mind that Painbringer is a great ST buff that many will praise you for but you won't use when soloing?
- Do you prefer to heal passively those around you or apply shields? And not forgetting that the heals apply to you and the shields don't, and the shields affect your team even when they are not close to you.
- Do you prefer heavy debuffs from /Thermal or heavy buffs from /Pain?
- Which do you prefer while soloing? Damage mitigation from /Pain or debuffs from /Thermal?
I recommend that you level both sets to level 20 and see for yourself. By then, you will have heals, shields and aura. You can find lots of teams on Praetoria to help you. -
Just a quick reminder:
/Pain tier 9 is Painbringer, which is awesome on a Tank or Brute but useless when you solo.
/Thermal tier 8 and 9 are debuffs that will benefit your team and you when you solo. -
I've already tried /Elec last week and played with a new /Fire yesterday.
I gotta say that /toggle Mud Pots -> Teleport -> Combustion is really fun. I couldn't get Fire Sword Circle but I guess it gets even better.
My /Elec feels a bit slower. Thurder Strike is fun, but Combustion feels better. Although I was really intereted in Lightning Rod, it seems to be great opener.
But I still have to get Granite with both, that will be the real test
Thanks for everyone that posted on this topic, it really helped to understand better how to use the Stone primary! -
Hello everyone,
I'm planning to make my first Tanker and I chose Stone Armor as my primary. I'm used to damage dealers and I would like a set whose focus is not dps.
With that in mind, I would like some tips from Tankers more experienced than me. I searched the forums about topics related to Stone Armor and some doubts still persisted.
1) Which Secondary?
Most people suggest to focus on 2 things: AoE and a quick attack chain. From what I've gathered, these are the sets most mentioned in this forum:
- Fiery Melee: Good AoE and recharge, and has some synergy with Mud Pots from Combustion.
- Super Strength: Foot Stomp for AoE and Rage that negates Granites damage debuff. But are the activation times good enough?
- Energy Melee: Good damage and recharge, but poor AoE
- Dark Melee: Poor AoE, but Neg Energy protection is rare, it helps to negate the damage debuff with Soul Drain, stacks -ToHit and has a pseudo heal. But what about the -ToHit? Is it worth for Granite?
- Electrical Melee: Good AoE including a great opener, but the secondary effect is almost useless unless you have Electric Armor.
Right now I'm deciding between /Elec and /Dark, but any insights are appreciated.
2) Which Alpha?
I can't see any reason not to get Spiritual, for the Recharge and Heal Bonus. Is it worth getting Musculature?
3) Which Epic Pool?
Soul Mastery: Darkest Night seems nice to help with Granite's defense. Is it worth or -ToHit overkill?
Energy Mastery: Focused Accuracy would allow me to not worry about ACC, and Psysical Perfection gives a bit more Regen, which stacks with Rooted.
Fire, Earth, Ice: More AoEs, which seem nice but I don't know if they are necessary.
4) I will not ask if I need Taunt
5) Which Power Pools?
Teleport for travel is a no brainer, Hasten to help with the recharge debuff from Granite is also highly recommended. What about Tough and Weave? They seem to good to pass, but are they necessary?
Thanks for any future help! -
Hell On Earth allows you to slot all 4 Pet Uniques and keeping all the Demons Slots free. If you manage to get all 4, your pets get +20% Res and +10% Def
I know I started the thread, but here is the build i'm playing with and how I plan to slot. My focus in on recharge bonus in order to have both debuffs perma.
Villain Plan by Mids' Villain Designer 1,94
http://www.cohplanner.com/
Magoni: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Chill Mastery
Villain Profile:
------------
Level 1: Summon Demonlings BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Warmth Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
Level 2: Fire Shield Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx(13)
Level 4: Cauterize Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
Level 6: Enchant Demon EndRdx(A), EndRdx(19), EndRdx(34)
Level 8: Hover LkGmblr-Rchg+(A)
Level 10: Plasma Shield Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(21), ImpArm-ResDam/EndRdx(21)
Level 12: Summon Demons BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(23), BldM'dt-Acc/EndRdx(23), BldM'dt-Acc/Dmg/EndRdx(25), Heal(25), Heal(27)
Level 14: Fly Zephyr-ResKB(A)
Level 16: Lash Hectmb-Dmg(A), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(31)
Level 18: Hell on Earth EdctM'r-PetDef(A), SvgnRt-PetResDam(31), C'Arms-+Def(Pets)(31), ExRmnt-+Res(Pets)(33)
Level 20: Thaw S'fstPrt-ResKB(A)
Level 22: Assault EndRdx(A)
Level 24: Tactics AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(33), GSFC-ToHit/EndRdx(33)
Level 26: Summon Demon Prince BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(36), BldM'dt-Dmg(37)
Level 28: Forge AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39)
Level 30: Hasten RechRdx(A), RechRdx(39), RechRdx(40)
Level 32: Abyssal Empowerment EndRdx(A), EndRdx(34), EndRdx(40)
Level 35: Heat Exhaustion RechRdx(A), RechRdx(40), RechRdx(42), Acc(42), Acc(42), Acc(43)
Level 38: Melt Armor AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(43), AnWeak-Acc/Rchg(43), AnWeak-DefDeb/EndRdx/Rchg(45), AnWeak-Acc/Rchg/EndRdx(45), Acc(50)
Level 41: Flash Freeze FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(46), FtnHyp-Acc/Rchg(46), FtnHyp-Sleep/EndRdx(46)
Level 44: Hoarfrost Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Dct'dW-Rchg(50)
Level 47: Hibernate RgnTis-Regen+(A)
Level 49: Vengeance LkGmblr-Rchg+(A)
Level 50: Ageless Radial Epiphany
Level 50: Cryonic Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 1: Supremacy
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run(A)
Level 2: Health Numna-Regen/Rcvry+(A)
Level 2: Hurdle Jump(A)
Level 2: Stamina EndMod(A), EndMod(13), EndMod(15)
------------
Set Bonus Totals:
7% DamageBuff(Smashing)
7% DamageBuff(Lethal)
7% DamageBuff(Fire)
7% DamageBuff(Cold)
7% DamageBuff(Energy)
7% DamageBuff(Negative)
7% DamageBuff(Toxic)
7% DamageBuff(Psionic)
10% Defense
9,375% Defense(Fire)
9,375% Defense(Cold)
3,75% Defense(Energy)
3,75% Defense(Negative)
7,5% Defense(Ranged)
10,31% Defense(AoE)
50% Enhancement(Accuracy)
12% Enhancement(Heal)
55% Enhancement(RechargeTime)
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Stun) 7,15%
MezResist(Terrorized) 6,6%
12,5% (0,209 End/sec) Recovery
10% (0,335 HP/sec) Regeneration
20% Resistance(Smashing)
20% Resistance(Lethal)
28,82% Resistance(Fire)
28,82% Resistance(Cold)
21,26% Resistance(Energy)
21,26% Resistance(Negative)
21,26% Resistance(Toxic)
21,26% Resistance(Psionic)
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My plan with my Demons/Dark is to get resistance, not defense. I chose Soul Mastery over Mace.
IMHO, since Demons give you Resistance and apply resistance shields on themselves, I prefer to stack Dark Embrace. With Shadow Fall and the later, you'll have weak resistances to Fire and Cold, which are supplied by Demons, and you'll be able to protect your pets from Psi, the only damage type they can't resist.
ToHit debuffs and defense have synergy, no doubt. But I prefer to work with Demons advantages. Besides, Darkest Night + Dark Servant + Twilght's Grasp + Fearsome Stare will give you a lot of debuff.
I see you didn't get any Travel Power. I recommend you get one, unless you have something else in mind (Ninja run?)
The Bonuses from the Fighting Pool are small for MMs and they require that you take Boxing or Kick, which are useless. I would skip them.
I don't know why you took Petrifying Gaze if you intend to put just one slot in it. Hold Sets can give you the Recharge you are looking for. You could also couple it with Web Cocoon from Mace Mastery or other Patron Hold Power.
Try putting all 4 pet Uniques in Hell on Earth. Your pets will have +20% Resistance and +10% Defense.
I hope I could help! -
60/40 = 50% more heroes than villains, that's a lot.
I used to play on Defiant. 20 villains on peek hours. And we still had to manage SKs. -
Thanks for the link, I had no ideia it existed!
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Hello Freedom!
I just started playing CoX and so far, I've only created Praetorians. Since I can have any AT as a Hero or Villain, which side is better to socialize, find SGs and do TFs?
From what I've heard, there has been an invasion of Villain ATs on the blue side, is that true? -
I didn't take any of them in my build, thanks for the tip! They could be a good filler between heals.
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Thanks for the tips!
I didn't even consider Flash Freeze for my build, but it makes sense. I guess it also works in conjuction with the Demons Prince's Frozen Aura, I suppose.
I was thinking about slotting the Demon Prince with Souldbound, isn't it enough? From your post, I guess I'll run into endurance problems.
For my build, I guess Spiritual will be my choice. +recharge (to keep up the debuffs) and +heal. -
Hello everyone,
I just came back to the game and I would like some help regarding my new Mastermind. I stopped playing during Issue 15 and back then I had a Thugs/Dark.
I chose Demons/Thermal due to the synergy between the two sets, but I still have doubts about the issues below:I was used to /Dark debuffs, which were great agains AVs. Do Melt Armor and Heat Exhaustion allow me to defeat an AV too? Or are they inferior to /Dark Debuffs?
Which APP? I'm deciding between Chill and Soul Masteries.
Chill Mastery: From what I've gathered, this APP complements Thermal. It has a Defense Shield (Thermal is all about resistance), Hoarfrost (which I don't think is really necessary since Thermal has several heals) and Hibernate as an emergency button.
Soul Mastery: It has resistance Shield, which would stack with my pet's shield, and a terrific Hold. And as I'll be almost in melee range due to Warmth, I guess Oppressive Gloom would be handy and the HP drain a minor issue.
And one last question: is there anything else I should know about these sets?
Thanks in advance!
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I chose /Thermal for the same reasons presented here. IMHO, it has a better synergy.
But Thermal is also more proactive. You have to keep Fire Shield, Plasma Shield, Forge and sometimes Thaw up. With /Dark, you throw Tar Patch, turn both Darkest Night and Shadow Fall on and that's it. You are free to use some offensive abilities between Twilight Grasp heals. -
Thx a lot for helping me! Specially Windenergy21.
Based on the numbers you showed me, SR makes a lot of sense. Def cap + dam debuff sounds great!
There are 3 main reasons I like Elec: +recharge, Heal and end drain. SR only has the +recharge. But I guess that Aid Self could help and endurance may not be a problem.
When I was playing with Mids, I saw a power called Shadow Meld. Is it necessary if I have SR?
And if I have Defense Cap, why do I need Elude? -
I was about to start a similar thread. I'm about to make a Kin/DP too.
Good Point about Power Mastery, I din't think about it. Do you guys also recommend Mace Mastery for +Def (considering the fact that I'll pick up Manuevers and CJ) and and Focused Accuracy?
And I was also wondering if it is best to make a Corruptor instead. Does Kin Defs waste Damage buffs above the cap? -
Thanks a lot for the quick replies!
I got it all wrong, I didn't realize the stacks originated from my atacks during Power Siphon. Sorry for my noobness -
Hello everyone!
I just started playing and chose a KM/Elec as my first Hero. After finding out that Concentrated Strike Criticals instantly recharge Power Siphon, I chose to play as a Scrapper.
But after some research and playing with Mids, I can't see how am I gonna be able to stack Power Siphon 5 times. Please, let me know if my thoughts below are incorrect:
After getting Hasten, Lightning Reflexes and slotting 3 Recharge SOs on Concentrated Strike, I came up with a 7 seconds recharge. And AFAIK, Scrappers have a 10% critical chance on any mob besides Minions.
Even if I get several Critical Strikes in a row, I would be able to keep only 3 stacks of Power Siphon up since its duration is 20s (3x7=21). Did I miss something here? How can I stack it 5 times?
Thanks in advance -
Even if nowadays we have 3 free slots thanks to Fitness?
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I spent a lot of time playing with the Hero Builder to understand the rules
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Hello all!
I just bought the game and this is my first post, so I still have doubts about Primaries and Secondaries. I can't decide which Seconadary to play with Kinect Melee, even after looking for threads regarding this matter through 20 pages.
I think that due to KM -DMG, resistance based sets would be better because the effects stack, right? And to keep Power Siphon up, any set with +Recharge would be good too, I guess.
I see a lot of people choosing KM/SR. Is it good?
And last question: Do the damage debuffs from KM stack?
Any help would be appreciated!