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Posts
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Joined
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Not sure how a +4/8 KoA conversation started.. but if you're farming, you're not farming them. Plus, comparing /Inv to /FA in terms of damage output.. well there is no comparison. The only question is Epic pool really. I would take /Mu if you want pure farming, /Soul if you plan on doing a good amount of PvE. The sheer hurt that SS/FA puts out is unparalled, and if you go SS/FA/Soul + Spiritual alpha, you get a constant ST chain too.
-MT -
Here's the "best" build I could come up with on paper. It has softcapped S/L/Range, perma PA, HL and Benumb.
Curious to see what other "maxed out" builds people have come up with (i.e. any amount of purples, etc)
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MT -
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Quote:I'm thinking SPiritual Core Paragon for Alpha slot for Fire/Kin:I'm about to dust-off my old fire/kin myself (3rd toon and it was my first 50, but haven't played him since I returned to the game this summer.)
any thoughts on Incarnate powers for Fire/Kin? any special synergies?
Without having put too much time into it, I was thinking:
* Clarion in case I miss controlling the mezzers
* Intuition for holds, although I will only benefit from Range increase for secondary effects (as opposed to my Plant/Storm which uses all secondary effects)
* Pyronic for Theme
* Reactive to help the imps' damage and for theme
* any Lore pet save elemental (I made the mistake of getting them on my blaster and I can't see anything because of the stupid hurricane). Probably Cimmeroans for theme
I do have a question about alpha: does it affect your pets too? So would Musculature boost the imps damage, or Nerve boost their accuracy?
Makes everything recharge faster.. more holds, more Trans, more FS
Improves healing (bigger trans heal)
Improves disorient duration, Flashfires
I mean, yes Intuition helps holds, but Char recharges pretty fast already that it's quite easy to 2x stack, and it won't help Cinders too much because of the downtime.
YMMV
MT -
Thanks for all the replies.. sounds like the controller will do just fine.
Quote:I had heard about this change but wasn't quite sure, excellent.In issue 22 controllers will do containment damage to trial AVs even without them actually being controlled so that isn't an issue.
If you're considering range an advantage for corrs, remember why fire/kin is such a good controller combination in the first place - both sets thrive in melee. It's a good corruptor combination as well but you're still going to be in melee most of the time if you want to take advantage of your own buffs.
Finally, not to try to talk you out of a combination you enjoy, fire/cold as either a controller or corruptor would be much more powerful on trials than fire/kin of either flavor. Something to think about... it's quite the sexy combo.
Also, yes I have been kicking around the idea of making a Fire/Cold corr as well. I did make one, but it is only level 12. I wanted to use the Cold set and I haven't yet (extensively), but I decided to go with Ill/Cold (rerolling from Ill/Rad). I want this to be an end game character as well. The Kin was envisioned to be my "buffer" and the Cold my "debuffer" and play them depending on the needs of the team.
MT -
Thinking of rerolling my Fire/Kin Controller as a Corruptor before I go crazy with the incarnates/trials.. thoughts? I'm looking for people that may have played both. Not sure how useful controllers will be against the AVs considering most damage comes from Contained HF..can you even contain AVs to get this damage? Do you find yourself getting beat down when in melee when trying to do damage with HF? Do you even bother with Seismic Smash or do you find yourself eating pavement while trying to pull it off? Do you have to joust to be useful?
I envision Fire/Kin corr being much safer by staying a little more at range by nature of Fire/ attacks, but not out of the range of FS & Trans x2.
On the flip side.. I could use my troller as mostly a buffer type (aka using mostly/exclusively Kin powers during an AV fight), whereas Fire/Kin corr might be too busy to sufficiently buff + max DPS.
Thoughts?
Best,
MT -
Quote:Linea Alba, what type of build are you using based on this post?A well built crab can do "almost" anything in this game. Tweak your build to the task and it gets even better. I find myself wanting more build slots so that I can adapt more closely to more and more situations.
Remember, a well built tank will still be the better tank, just as a well built scrapper will still be the better scrapper, a well built defender is the better defender, and a well built blaster will still be the better blaster.
If you build it well and learn to play it well, you'll find yourself better at all those roles than the average random player you run across, but not better than the really good players. You're not a god, or even an angel, you're just a very skilled soldier in the best armor blood money can buy, con, and steal.
Things that can still kill me, assuming soloing +4x8:
- Arachnos, but rarely.
- Longbow, but rarely.
- Cimies, easily, if I don't react.
- Carnies, when they get lucky.
- Cheat DE if I don't watch myself.
- Anything if it gets lucky enough.
- Endurance Drain - Counter with blue or temp blue.
- Defense Debuffs - Counter with purple or kiting.
- Quartz - Counter by pulling and/or AoE Damage.
- Carnies with 4+ Bosses and 20+ Lts all casting hold at once ... sometimes, but very rarely, they get lucky and hold me and kill me more or less instantly. Call it somewhere between once a day and once a week. The RNG gets good kick backs from those Mistresses, Believe me.
Priorities:
Know your Self: Monitor your MRA Defense and LE Resist as a minimum
Know your targets
Defense Debuffs
Psy Damage
Buffers
Other Debuffers
PS: yeah, KB. Get either 4, 12, or 12+ KB Protection, never 8. I'm happy with 4, but there are rare days I wish I had 12+.
MT -
Quote:Not instead of, use bothAlright, I agree with some of what you said. I did KC instead of MB for Smash. Threw an LOTG in Maneuvers. Popped a purple set in Cages but not the others because they're giving me def bonuses. Did full Posi in Fissure. I'm going to leave Embrace as is for now. I don't like Increase Density so I'm not going to take it. I threw an LOTG in Rock Armor. Can I ask why Miracle proc over Numina?
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Get the 45% somehow...Mako's Bite in Smash? All the wrong bonuses. Kinetic Combat is your friend here.
No LOTG on the Maneuvers?
Cages, char, and FF can all take purple sets for gobs of +RECH
Posi set on Fissure looks to be incomplete. (grab the rech bonus unless you're over the limit)
Embrace is overslotted, it should be pretty close to perma on just base slot with 50 Recharge IO
Dump SJ for Increase Density, it will give your impies some S/L resistance.
EDIT: Rock Armour need an LOTG too.
EDIT 2: Miracle proc needed in health
MT -
Quote:Assuming HF is slotted for damage, you only need 200% extra via FS to cap HF damage, which will be the main source of melting mobs. Smash, Fissure, repeat. As long as those are slotted for DMG, which they should be, it's easy to cap dmg. You definitely do not need to hit 300% damage consistently; this is why people who are great farmers proc out HF instead of slotting for damage, so they can bypass the damage cap for controllers.45% is the softcap for defense in non Incarnate content, which you hit with your original build (think it was 48% total).
I also mentioned in my post that going with 32.5% and nomming on lucks is a viable method as 1 luck should last you 1-2 spawns as it lasts me 1 spawn on my SO build.
You also don't 'need' purples even if you can afford to use them. With the build I posted, 2 Siphon Speeds will make Hasten perma and you should be running at a pace where you're consistently double or even triple stacking SS. Earth's Embrace is also perma, meaning you're running around with capped HP the whole time so even if you forget to eat a luck or some hits get through, you've got a buffer.
Going with this method also means you can slot more damage into your attacks, making sure you're capped on damage when you use FS (a fully saturated FS only gives 240% +dmg - making up that 60% is easy with slotting and gives you another buffer for when you don't saturate FS).
At the end of the day, though, it's the OP's choice. Either build methodology is viable. Just depends on how much you want to invest in a character whose purpose is to help your alts achieve a higher level of investment.
IMO, slotting for softcap S/L makes it easy so you can totally disregard inspiration use.. FF if you want, cages, run in, FS, and start smashing things. Don't have to worry about your defense, etc.. you know it's already set.
Of course, YMMV
MT -
Quote:All softcaps are 45%. My build is just pretty much cheap IOs to get to that.. don't have a single purple set in there and the recharge is still pretty good too.Okay, what is S/L softcap? I would feel more comfortable capping that to be honest. And yes, I'm definitely taking Seismic Smash.
MT -
Quote:Perhaps so, but OP says they can afford purples.. so why not at least softcap S/L? It is really cheap to do that, and whatever's left just throw purple sets at it to max out recharge.You can farm on a fire/kin with SOs, especially when you are picking the enemy. It will make 'some' difference, but not much really. Not enough to count.
MT -
Quote:Unless you're constantly eating purples, then yes. Why aren't you softcapping S/L?I created a new build in Mids combining a bit of my own preference with some of Infini's slotting ideas. My question now - is going from 40% s/l defense to 32.6% s/l defense going to make a big difference in my survivability?
Also, Spring attack, no. Take Seismic Smash. Great ST attack.
MT -
Quote:You mean Void for -DMG?Alpha: Spiritual. I love it on my SS/FA/Soul. Flames, burn, FS, and consume all recharging faster yes please...and healing flames also gets a boost. My flames recharges in <8sec
Destiny: Ageless between consume and this cardiac is a poor mans version compared to ageless...and more recharge. I am also well above the soft cap and the only time I need more would be in Itrials and there is always a buff to bring me to incarnate cap.
Judgement: I went Ion but due have Vorpal as well for the -%50 damage. So either is great
Lore: Cims its thematic and the best dps for my toon win/win.
And how many toggles are you running?
MT -
Quote:Thanks very much for your commentsI don't have access to Mids atm, but assuming you use the standard choices from your powersets I have some thoughts.
Alpha: Cardiac is almost certainly the best, unless you have some issues with your recharge. I don't know much about the new ones though, one of those might be good for you as well. I'm pretty sure one of them boosts resistance as it's primary value. That might be good for /Fire but I'm not sure how much of a return you'd see from that.
Judgement: Void. Ion has a better target cap but at the rate you'll be putting out AoE damage that shouldn't matter. Void gives you -Dmg on your enemies which will stack nicely with the high resistance values of /Fire.
Destiny: You could go Barrier. The +resist part won't help much but +def sure will. It will also stack with the -ToHit from Soul's toggle if you use that. You could maybe look at Clarion or Incandescant to help the league out. I haven't seen Incandescant used much, so I'm not sure if it's really good and people don't know that yet, or if it is just too situational. Clarion would help in the escape phase of BAF and the fight against the Avatar of Hamidon since confuse effects are rarely resisted by things that aren't Clarion and usually there aren't enough Leadership toggles on the league to negate the confusion entirely. Clarion would also help you against the UG trial's Olympian Guards, which have a very high mag stun. I've seen that stun take out a lot of melee toons that got too far from the league.
Interface: I would take Spectral or Preemptive in all honesty. So many people have Reactive that some non-Reactive DoT would help out. The DoT caps at 8 applications from the same interface. Spectral has the benefit of thematically matching Void and Soul Mastery. Preemptive doesn't make a lot of thematic sense but it does have an arguably more useful secondary effect than Spectral.
Lore: Numerically, Cimeorans or Warworks are the best for single target damage. Seers have the best support pet, which might be more useful on your character anyway. Longbow have a ton of -regen from the Cataphract, and I've heard that Storm Elementals are great at AoE damage but I haven't really seen that personally so YMMV. Really, you can't go wrong with Lore pets anyway.
Alpha: Nah, I can run the ST chain as Burn>Haymaker>Gloom>KoB>Haymaker>Gloom flawlessly with just my global recharge. For AoEs I have Obliteration and the FF proc in FS almost always fires if I am the first to a spawn (assume 5-6 baddies). Cardiac sounds like the best. I was planning Core Paragon with gives 20% resistance too (this is the one with 45% end redux value too).
Judgement: sounds good to me.. Radial Final Void looks nice
Destiny: I noticed I was getting hit with Terrorize and Confusion.. the effects didn't last long but they were a pain nonetheless. Is this a reason enough to take Clarion though? Slight aside: I do not use soul's toggle (Darkest Night), only Obliteration and Gloom, both are slotted for -ToHit though.
Interface: How big of a damage difference is "moderate" (Reactive) vs "minor" (Preemptive and Spectral)?
Lore: It seems the Seeker Essence uses Fort on you? That's nuts..
MT -
Quote:/signedI would just leave the slot empty and not put them on your power tray. Though, you could put the Force Feedback proc in Kick so that you have a small chance of saving your recharge with it. Assuming that you are worried about your recharge being debuffed to the point that you won't have any other attacks up.
MT -
Hi all,
I decided to incarnate my SS/Fire/Soul (build below), and I would like some suggestions. I just jumped in a BAF/LAM last night (first ones) with this guy and he performed pretty well even though I didn't even have Alpha slotted yet. I only want this guy for end game content, and I'm pretty sure that build will be at least decent at farming regardless. I don't care about exemping.
Alpha: pretty much leaning towards Cardiac
Judgment: Ion sounds the best in terms of target #, but Void seems to have most useful effects for a melee character
Destiny: not sure on this one
Interface: does anyone take anything other than Reactive Radial Flawless (said in jest, sort of)
Lore: not sure on this one.. was thinking Rularuu just for aesthetics.
Suggestions? Thanks in advance
The build:
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MT -
Quote:Any team buffs that your teammates have too, like Maneuvers, etc, will buff your pets as well (assuming they are within range)i can bring up pets via two 'reinforcements' and three 'spiderlings'... do buffs like 'tactical training' powers, which say affect team members, also buff these pets...?
MT -
Quote:Exactly. Bring forth the procs!True, enhancements don't literally reduce your damage cap - it'll always turn light blue at 300% (or the appropriate number for other ATs), no matter what you slot. But if you also have 95% damage enhancement in a power, then you're at +395% damage in that power, which is then capped at 300. So slotting more damage gives you less room to benefit from buffs.
MT -
I just did some testing.
Hot feet:
100% base = 7.65 damage (what it says directly on the power)
enhanced 98.3% (198.3% total) = 15.16 damage (what it says directly on the power)
7.5% damage bonus (from IO sets); 205.8% total = 16 damage to an even level LT, during an in game test. Call it 200% damage for calculation purposes.
I buffed my Damage Bonus now to 300% (blue, maxed out). Hot Feet did 31 damage. Basically, it is doing 200% (from before) + another 200%. Double damage, effectively. 200% x 2 is obviously 400%, hitting the AT cap... meaning that extra 100% did nothing (we would expect the 200% + 300% bonus, right?). Even though my AT Damage Bonus cap was reached, the Hot Feet power itself capped out 100% ago. While that "extra" 100% would deliver to powers that do damage, but are not enhanced for damage (perhaps Char), it is wasted on an already enhanced Hot Feet.
TL;DR: For controllers, if your HF is already 100% damage-enhanced, you only need 200% bonus damage to hit the AT cap. This is why so many Fire/Kin users use procs instead of damage enhancers in HF.
MT -
Quote:This. The Damage Bonus attribute caps at 300% (for controllers) regardless of what enhancements you have in the power you are using. FS and Siphon Power contribute directly towards that. You can cap damage with about ~10 FS buffs. Very easy to hit a x8 spawn on a full team or while farming.Not exactly.
If you watch your damage buff display, which I do frequently, you'll notice that your maximum total damage buff will cap at 300%.
That counts damage set bonuses, build up effects, Fulcrum Shift, Assault, and inspirations. But it is NOT counting the enhancement of your powers against that cap. If it were, your damage buff display would start at whatever the enhancement level is of the power you are currently using.
You'll reach a maximum amount of damage you can do with a given power that is hardcoded into the AT you are playing, but enhancements aren't really part of that equation.
It's more complicated than that, but the gist is there.
In terms of playstyle, I would imagine Corruptors are played more at range (like a blaster) to make full use of cones (Fire Breath). (This opinion is coming from a Fire/MM blaster.) FS buffs are based on the PBAoE from the enemy, so being in melee is definitely better. To me, this makes a softcapped S/L Controller a bit better (because of Hot Feet and Earth epic). Not to mention how the Trans pair operates as well. For a Corr, I would imagine "jousting" or hopping in/out of melee is a much more realistic playstyle. "But I will get smashed in melee!" you might say.. that's where the controls help a whole lot
YMMV
Best,
MT -
Quote:Makes sense, and yes it was the stormy (Aspect of Rularuu). Hey, I didn't form the teamOf course you weren't denting the hp of the CoP AV (especially if it was the stormy, because of hurricane which would have made many of your melee significantly less effective) and even if you had a Cold instead of a Kin it really wouldn't have made a difference. The CoP AV regens 597.58 hp/sec. A single cold would have only reduced that regeneration by about 1/6th of the total. You needed alot more buffers/debuffers in general on your run, not just a different source of buff/debuff... and alot less melee. Whether that was a kin or a cold or a rad or some weird mutant AT that had both kin as a primary set and cold as a secondary wouldn't have made a difference. It takes 6 sources of -500% regen to floor his regen, and it's not really possible to have his regen floored permanently all the time too because of his Immunity forcefield, which means you need a certain threshold of damage as well.
source: http://boards.cityofheroes.com/showp...75&postcount=1And of course I agree that less melee/more debuffs were needed. Nice to see the numbers though, wasn't aware how high it was. And of course you have to take the shield into account too and the time he regens back, but that's not too big of a deal. I think he dropped in 2-3 rounds in previous runs.
MT -
Quote:True, although it depends on targets. I meant to say -res instead of -dmg. In the CoP I mentioned, we had nearly all melee and I believe I was the only buff/debuff at the time (I was Fire/Kin controller, and there was a corr too, not sure what it was), and AVs health definitely was not moving (we went a few rounds of mobs/AVs), so in that situation where we were getting maybe 4-5 targets for ~100+% damage, it just wasn't enough to overcome the regen of the AV. We definitely needed some sort of -regen or -res. Not saying Kin is bad by any means, but I think you still need to think of it as primarily a buff set and not particularly a debuff one (even though it does debuff and do -dmg as you state).Actually Kin's -damage is extremely powerful, it can stack more -dmg than any other set in the game, and it can make a huge difference when going for things like master badges as AV's will have a much more difficult time dealing significant damage to you, as well as every spawn will eat a -20/25% dmg debuff from fulcrum shift.
Kin doesn't really need strong -regen when it has so much +damage. Time's lack of strong -regen hits the set's offensive performance much harder because it has significantly less damage modifiers like Kin or Cold does, the longer it takes to kill a hard target the more important -regen becomes. The higher your groups raw dps is, the less -regen is needed.
As for the -regen piece, when an earlier posted said "kin has regen" .. I wouldn't really call -50% as "having -regen" since the other sets in question (traps and cold) hit -500% easily.
MT -
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