Master_Templar

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  1. Quote:
    Originally Posted by Athanatosis View Post
    I want to add a question, too. This thread has inspired me to roll a DP/MM for massive AoE.

    The thing is, I HATE cones. I would prefer to never, ever use them. To entirely leave them out of my sets, even. I like PBAoE or targeted AoEs. IF I choose never to use any cones, would DP/MM still be the best AoE choice for Blasters? Or considering a no-cone build (for any set) would another powerset combo shine?
    Lots of great opinions/ideas here, thanks a lot guys I am leaning at this point towards Fire/MM or Rad/MM (want to try MM because I have never played the set). Fire/Fire is a bit too boring to me I think.

    That said, I tend to have to agree with the strong dislike (hate is too strong of a word for a power as good as Fire Breath) of cones, because placement is quite annoying. Is there any way to get around the size of a cone? The only thing that really comes to mind is Range enhancements. Do they increase the size (degree) or a cone or just the length, or both? I'm currently playing a lowbie controller and haven't had time to test this out for my 30 Fire/Dev blaster. I'm not familiar with any of the IO sets really yet as I'm just getting back into the game, but are there any procs or any set bonuses (etc) to handle a "cone degree increase"? I would sacrifice distance, as long as I am insured to hit almost all of the mobs!

    -MT
  2. Now I realize that you can never "beat" an MMO, but what are some things that would make you say "I did everything there is to do with this character"? I realize that "everything" is a bit ambiguous, and of course it is nearly impossible to do EVERYTHING in this game, but what are some major accomplishments that you feel make a toon "complete"? I made a short list but I'd love to hear suggestions/opinions: (of course this assumes level 50)

    Basics/character customization:
    -Fill in your character bio. Adjust chat bubble colors, title, taunt/talk/battle emotes etc. Just for fun of course but if your character is thematic it makes it much more fun IMO
    -Do the cape and aura missions
    -Have at least 3 costume slots filled out as the "final" costume for that slot

    Accomplishments:
    -Achieve your final build*
    -Complete all TFs and Trials (yes this includes Transcendence and all Shard stuff)
    -Get all Accolades badges**
    -Set a # Badge goal (e.g. 300 badges, etc)

    *I realize this is a very nebulous region depending on "how uber IO'ed you wanna be". Maybe set a monetary limit to say "this is my final build", 50-100mil influence maybe? It varies of course, but you can probably always be a LIIIITTTLE more uber, so where does it stop. You get my point.

    **Depending on your version, you may not have Pocket D VIP badge, etc.

    It's a short list, yes, but you see tons of content, all the AVs (I think), etc.

    What do you think?

    -MT
  3. Quote:
    Originally Posted by Donna_ View Post
    I think i worked it out, is this what you were after?




    A bit confused how the "per minute" inf number is generated. Is it just inf from enemy kills or does this include drop sales? If so, is the inf number much lower than that until you go sell everything? Dusting off my 50 Fire/Kin and trying to figure out how this is calculated

    -MT
  4. Quote:
    Originally Posted by Infernus_Hades View Post
    I don't see any mention of Radiation/Mental?

    I have to say after playing a short time (28 at the moment) I am a complete AoE machine.

    Neutron bomb
    Haze
    Scream
    A self heal/End boost

    I rarely use either of the 2 single hit attacks (except my nice stun).
    Is the KB on Haze bad?

    -MT
  5. Quote:
    Originally Posted by Donna_ View Post
    yeah, one of my very first toons... Synergy was an accident.
    Same here. Was my second 50 that I made a few years ago. I simply thought that "hey, if imps are the strongest pet, and FS makes stuff a lot stronger (damage), wouldn't that work well?" Then shortly after I hit 50 it became FoTM. Then I quit for 2 years (just came back last week), and what do you know, it is still kinda FoTM now haha.

    My head is still spinning on all this IO/procs/set bonuses haha. My Fire/Kin only has a few IOs since I stopped playing when the whole IO thing got big. Time to teach an old dog some new tricks.

    -MT
  6. Awesome run guys! I bet we could have cracked the 2hr mark had we not waited up (twice, lol) for the no-show Babbage. He definitely didn't want any haha. Ah well. Looking forward to next week! (FYI this Monday is Memorial Day for those in the US, in case you forgot!)

    -MT
    (Crimson Image)
  7. Thanks for all the great input here everyone. Decisions, decisions... A few more questions.

    1. The main reasons I didn't want AR is because of resistance by enemies (esp late game). Is this a problem?
    2. Archery and DP, do they have any re-draw issues when using the secondary?
    3. The DP "crashless nuke" is which power, is this the tier 8 Hail of Bullets? So it doesn't crash like normal blaster nukes? Sorry not familiar with the set yet.

    Thanks

    -MT
  8. Topic, trying to find what that might be (for me anyway). Keep in mind I am looking for best AoE damage, single target damage is just a bonus.

    A few things first:
    1. I like to team regardless of AT. Especially like to team while playign a blaster due to squishiness.
    2. I played a Fire/Dev up till ~32, but I simply just do not like Devices. Too many solo oriented powers and it's just too slow overall IMO. Also, see #1.
    3. I read this thread: http://boards.cityofheroes.com/showthread.php?t=139004. It sounds like the winner is Fire/???. Fire/MM was mentioned a bunch of times but there was no clear winner, or so it seemed.
    4. I read this guide: http://boards.cityofheroes.com/showthread.php?t=129320. Fire/Ice and AR/EM were brought up and had builds posted.
    5. I do not want AR, Archery, or Eng as primaries, and no /Dev.

    That said:
    -What puts out the MOST AoE DPS?
    -A dead blaster cannot blast. If a Pri or secondary switch is worth getting a bit of mitigation to avoid 50% of faceplants (just picked a number as an example), then I'd like to hear the suggestion
    -Blasters are squishy, however, a set like Rad/Fire seems to be very PBAoE oriented. I'd be willing to play this and learn to "blap" if it puts out top damage. Range is preferred however. If the difference is relatively negligible, I'd rather choose ranged simply for survivability purposes.

    So far I'm thinking either Fire/Ice, Fire/MM, Rad/MM or Rad/Fire. I don't need builds, just primary/secondary suggestions. Any suggestions?

    Thank you

    -MT
  9. Worked my toon up to 18 (I think) last week doing Posi 1 and 2. Ready for Synapse this week! (hopefully we get a team to do that one)

    -MT
  10. Master_Templar

    Costume question

    Just purchased it. Probably as good as it gets, thanks guys!

    -MT
  11. Master_Templar

    Costume question

    Quick costume question, is there such thing as a full length cloak/wizard style robe? Think of something from high fantasy that a wizard, sorcerer or something to that effect would wear.

    A few examples:
    http://c2.api.ning.com/files/C9RBQiq...DarkWizard.jpg
    http://ronaldcraft.com/wp-content/up...e_sorcerer.jpg

    Not looking for exactly that, but something similar. I can't find this option anywhere in costume creation, if it exists. The best thing I can get now is just some wanna be martial arts robe. Is there anyway to get/unlock this? Thanks.

    Sorry if this question is a well-known fact, I've been away from the game for about 2 years.

    Thanks!

    -MT
  12. Quote:
    Originally Posted by Call Me Awesome View Post
    If you're still debating secondaries for a "natural" character I'd say your choices would be:

    Super Strength - the classic pairing with Invuln and quite functional... it's popular for a reason. Good single target damage and mitigation and a very good AOE, unfortunately you have to wait until 38 for it.

    Mace - in the final analysis you've simply picked up a big stick to smack somebody upside the head; there's many weapon options. Stick, Mace, Ball Bat, Shovel, Sledge Hammer etc. Mace also offers quite a lot of mitigation with knockdown and stuns and has decent AOE. Hard to get much more natural than a baseball bat.

    Axe - somewhat similar to Mace with lots of weapon options... even a shovel. Good damage with knockup/down. Pick up the wood axe and you've the Shining. Heck, I could walk out to the garage and grab an axe and be all set IRL

    Dual Blades - kind of an oddball set in that it has a lot of reliance on combination attacks to maximize it's effectiveness... start with attack A then use attack C then attack D to get the combination off. It's effective, I just tend to think a tank has other things to worry about than using attacks in the correct order.
    Gangsters don't use axes so that's out (I can get shovel on Mace). Dual Blades, although a cool set, doesn't fit my character concept. It's between SS and Mace. SS is cool, but it is conceptually just "punching". Hurl is also out of concept too kinda. Gangsters are good at intimidation, and a baseball bat, sledgehammer and pipe wrench all fit quite nicely I think I think we have a winner!

    -MT
  13. Quote:
    Originally Posted by Call Me Awesome View Post
    Inv has an option to completely turn off all graphics effects so you won't have any visible armor glow. On Taunt Aura... well, on those grounds there's literally no comparison.

    Inv's aura, Invincibility, has a 17 second duration MAG 4 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

    WP's aura, Rise to the Challenge, has a 1.25 second duration (no typo) MAG 3 taunt with a 1 second "tic" rate. It's autohit on any non-AV enemy

    By way of comparison, every other taunt aura has a minimum duration of 14 seconds and is MAG 4. WP is so incredibly much weaker that you'll need to rely almost exclusively on your secondary to hold aggro... against +2 enemies that aura won't even last the 1 second it takes the power to tic again.

    Willpower can be tough defensively, but Invuln can be second only to Granite Armor with moderate IO bonuses. With WP you would really have to work to hold aggro because your primary is very little help... Inv has one of the strongest taunt auras in the game and holds aggro extremely well.

    If it weren't for the pathetic taunt aura of WP I'd say it was a good choice... as things stand if you want to hold aggro it's the worst choice out there. I guess I'm biased, but I firmly believe that a tanker's primary purpose is to hold aggro so the rest of the team doesn't have to worry about it... from that standpoint WP is terrible. Yeah, in competent hands it can work but it's much more difficult.
    Thanks very much for this in-depth comparison. I also agree 100% that it is the Tank's job to hold aggro at all costs. From this post it sounds like INV does it more effectively, and the margin is very wide.
    -MT
  14. Quote:
    Originally Posted by ORACLE View Post
    Aside from thematic difference, regen is button mashing at its finest and requires babsitting of heals and etc...WP is toggle and forget.
    Apologies, I was remembering back to when Regen was still a toggle set. IIRC, Dull Pain was the only frequently used regeneration power for the set that was click-type.
    -MT
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    /em jawdrop

    High Pain Tolerance: It gives you resist to all (minor, but still...) and +Max HP! Regeneration is a function of your max HP, not base, so increasing max HP in turn makes all regeneration more effective.

    Fast healing and quick recovery are clones of the regen powers by the same name. They're more effective versions of health and stamina, which pretty much everyone takes anyway, so how could you call these junk?
    Not junk, just wanted an informed opinion that's all Sounds like regen + more. Cool.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    The reason that's said is because one of the highlights of WP is its regen. If it's all about recovering from damage, but all that damage comes at once, you could be in trouble. Except of course, it's not all about recovering from damage. WP has a fair amount of resist and defense built in to augment the regen.
    Correct me if I'm wrong, but it sort of sounds like if "Regeneration" was a Tanker primary, this would be it? If so, that makes it much more clear to me how WP tanks operate, and why the comment about the alpha strike. Playing a Regen scrap to 50 I totally "get" it.

    Quote:
    Originally Posted by Biospark View Post
    2) Willpower is a "set-and-forget" powerset. You turn on your toggles and then focus on clicking attacks only. I absolutely love that aspect, because thats how I like to play a melee oriented character.
    Aren't there 3 auto powers though (passives)? Are they junk or worth slotting out?

    Thanks for all your replies.

    -MT
  17. From Paragon Wiki, WP flavour text (I think):

    "You aren't Invulnerable. Bullets don't bounce off of you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down! Willpower offers a strong balance of healing, damage resistance and defense. While you have no real vulnerabilities, you can't quite deal with 'alpha strikes' as well as some other protective powers. "

    Last bolded part has me a bit worried. Is this true? Sorry for the questions and thanks much for the help. Trying to do the due dilligence now to be a great tank later on!
    -MT
  18. Quote:
    Originally Posted by Sailboat View Post
    I think they are roughly comparable (and pretty strong) as mature powersets. Willpower has an easier time early on because of its endurance-providing power. Invulnerability is (IMHO) slightly stronger when equally slotted with late-game IOs, but it's still close. In my experience, the "psi hole" of Inv is indeed overstated; I rarely have any difficulty with it on a heavily-IOed 50 who routinely does all sorts of tough endgame content.
    Haven't played end game content in awhile, is INV flashy at all (graphically)? Also, how is WPs taunt aura vs INVs? It seems that INVs is better? Is it a big gap?
  19. Hmm, so it sounds like either WP or INV is viable. Is either one particularly better as a whole? I realize that's kind of a tough question to answer.

    As for secondaries, I wasn't even thinking of Mace in terms of the new costume options (like I said, have been away for quite some time). Not sure if I like the character concept of always having some kind of "beating device" (bat, wrench, etc) lol, but maybe if they don't "talk" right away it will necessary haha. I still kind of secretly favor SS only because there's nothing like an old fashioned beatdown!
    -MT
  20. I ask these questions because it is a concept character (think mafioso enforcer type, the guy who strongarm's people). None of the other primaries besides these two make sense for a Natural Origin human besides Invulnerability and WP. It seems that it isn't quite clear cut which is better: IN has better DEF and taunt (Invincibility) but WP can handle PSI. Is this correct? (sorry this is my first tanker, and first new toon since not playing for 2 years)

    Same goes for Secondary; needs to be "natural". SS is the only true natural seeming one, but I guess EM could fit. Nothing else though. Sounds like SS is the clear winning here (based on quality of the powerset).

    Energy Mastery sounds like the only applicable APP. (just would not take Energy Torrent)

    What do you think? Thanks!

    -MT
  21. Bah! My mother had car trouble yesterday so I was the taxi for the evening. I will work on my Fire/Rad and catch up with you guys for sure! I made this particular toon a few years ago specifically for Fre/Rad teams too, so it would be really cool to use it for it's original purpose.
    MT
  22. What level are you guys currently? I have a Fire/Rad that is level 11 so it is probably a little low. Also, how long do you usually play for? Do you just do TFs/Trials or missions too?

    Thanks!

    MT
  23. Hmm, I was unaware that the 3 parts ones actually came from fighting the mitochondria? Is this true? I've only done the raid a few times and have only been there for the actual killing of Hamidon.

    -MT