Neogumbercules

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  1. I have a plant/psi dom which is not to dissimilar to plant/fire, and she's amazing. Probably the most powerful character I have in terms of damage mitigation+damage output.
  2. This is where I feel the map I put together made all the difference. At +2/8 w/bosses I could still 1 shot bosses with a single Spin at the damage cap. That made leveling ridiculously fast.
  3. Quote:
    Originally Posted by Amy_Amp View Post
    How many runs did you have to do to level once you hit in the late 30s/40s? It would seem like you would have to do 2-3 at least.
    2 to 3 depending on the scaling of that particular level. I'd say 2 runs on average. Runs were taking me 3-4 minutes.
  4. OK I've taken my map all the way to level 50.

    11 hours total. That includes probably about an hour to an hour and a half of doing other stuff. Not bad at all for being level 2 fighting level 3 enemies with bosses on and nothing but Spin and Blazing Aura. I'm rather happy with the result!

  5. Quote:
    Originally Posted by Roderick View Post
    He asked for a build for a character that's already 50, and neither of those powersets. How does that build in any way fulfil his request?
    Oh! Misread the thread. Thought he wanted something other than his current brute. Oh well.
  6. The quoted post of seeb's explanation of what's wrong with devices is exactly how I feel about assault rifle.
  7. Quote:
    Originally Posted by Roderick View Post
    My understanding is that if the arc is 1-3, and your difficulty is +2, then you'll go in at level 1 fighting level 3s. As long as you can still do enough damage to one-shot them (or whatever it took before), you should still be OK at increased difficulties. Of course, I've never been sure how the level-based scaling worked, so I don't know if this would actually work.

    It's too bad that there's no IO sets that exist at this low a level. That means that the only purples and PVP IOs would contribute set bonuses, and I'm not sure either would contribute any really meaningful bonuses.
    I'm gonna try that out, see if it works. And yes, the lack of enhancements does slow it down. I was thinking about getting purpled out, but at that point you're already level 50 so you don't need to level any faster and a normal map like Frontload/Cyborgs would be faster for farming inf/tickets.

    Edit: Tried it out on +2. It did in fact keep the enemies at 3 and de-level me. Problem was it made the mission way too hard. You're not killing fast enough to keep the inspirations flowing and you need those to live. +1 worked like a charm, though.
  8. Make this a Brute instead of a Scrapper and enjoy being invincible:
    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 2: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(3), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(34)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19), T'Death-Acc/Dmg(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(42), Aegis-ResDam(42), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45)
    Level 18: Resist Elements -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
    Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Dark Consumption -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 32: Midnight Grasp -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(43)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg/Rchg(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Spiritual Core Paragon
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ageless Core Epiphany
    Level 50: Pyronic Radial Final Judgement
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(40), P'Shift-End%(46)




    Spiritual Core/Ageless Core/Reactive Radial/Pyronic Radial/Lore whatever
  9. Quote:
    Originally Posted by Infini View Post
    Just out of curiosity, are these lowbie farms limited to brutes or can anyone with a low level AoE make reasonable use out of them? Also, is it made like a normal ambush farm - just with a lower level cap?
    They work best on brutes because they have the full 675% damage boost potential even at level 3. That means with 1 Spin (or other early PBAoE) you can one shot bosses. You're killing minions with 2 pulses of Blazing Aura. On top of that, you only need to give the enemies 1 power from the primary/secondary (I chose Scorch/revive) to still get 100% XP. I've tried with Corrs and a Fire/ troller and it was actually pretty slow. That's mainly due to not being able to exploit reds. You need to enter the mish with capped damage/def/res, which you can do with the insp dealer.

    I usually get capped, then buy 5 lucks and fill up on enrages in my tray. I enter the mish, destroy the objects and start cycling spin. When the inspirations I entered with start to fade, I pop all of the reserves. At that point I just sustain on the inspiration drops I get from defeats.

    Mine works exactly like Frontload, so if you've done that, you know what to expect. I've cruised straight up to level 36 in about 5 hours running it. I found it to be way easier and faster than Cyborgs, even at higher levels, because of the ease and the fact that you're indiscriminately defeating bosses like they are made out of paper. The downside is that you can't increase your difficulty without screwing up the HP scaling on the enemies, which defeats the whole purpose of it in the first place.
  10. Hmm good to know. Maybe I'll get around to making that rad/fire I've been thinking about.
  11. Iirc, it's cov abandoned warehouse 15. Posting from my phone so I can check when I get home. Did you have bosses turned on? I think
    With just blazing aura it would be pretty tough. On my brute spin was on shotting everything every time I used it so it heloed out big time.
  12. Quote:
    Originally Posted by ThatGuyThere View Post
    It didn't open up for me. Did you take it down, or something?
    Sorry. New number. I'll update the original post. Alternately, you can post your experiences here: http://boards.cityofheroes.com/showthread.php?t=250051

    New number: 503858
  13. Hi guys. I was wondering if you wanted to give my leveling arc a run. This is designed for lowbie brutes who have access to a couple of AoE damage powers before level 8.

    The map exemps you to level 3, so you have powers up to level 8. Credit to Joebartender for the idea on that. The map is basically a clone of Frontload, so credit to Fuzzy Kittens for the idea.

    You may have seen me mention it in Billz's thread. I didn't want to threadjack him, so I'm posting it here instead.

    This is designed for leveling, not farming.

    Why it works: Brutes will have full access to the 675% damage cap at this level. At level 3 mobs have the lowest possible HP scale. Additionally, I can make Minions, LTs and Bosses with only 2 powers a piece and they provide 100% XP.

    How to play: Cap your damage, defense and resistance with inspirations. Enter the map and destroy the two objects to spawn your targets. Bask in the slaughter.

    Benefits: You can cap your tickets easily, even with it set to even level. You can do this solo. No second account or PL buddy to drag you along. You get about 1300 tickets for defeats, then the rest from the bonus. You gain full XP while defeating weak enemies, allowing you to level pretty darn fast. At level 3 the lowbie accuracy boost is still in effect.

    Downsides: It really only works for brutes. You need at least 2 good AoEs before level 8. I tried it on a Fire/Dark corr and it just didn't work as well. The corr can't kill fast enough to make it worthwhile due to the low damage cap and long recharge AoEs. You need to keep it at level 3. You can try to +++ the level, but it might make it impossible/slower since the enemies will have much more HP. I haven't tried doing this, but if someone wants to give it a go, feel free.

    Feel free to try it on other ATs to see how it goes, though. I'd love to know.

    Here's the Arc ID: 503858

    An example of leveling speed. 3 hours played, level 26. This does not include time spent editing/marketing/leveling/running around/idle time. Actual in-mission leveling is probably about an hour.



    Give it a try! Let me know what you think.
  14. Oh well. At least claws had a fighting chance. Your findings with the redraw issues and follow up matches my experience as well. Now... what happens when you include incarnate abilities. Like say musculature t4?

    P.s. I used my AE arc to get to level 22 in about an hour of play (not including time spent running around doing other stuff). Not bad for a level 3 brute using level 8 powers. Credit to joebartender for coming up with the idea. Definitely highlights one of claws/FA strengths.
  15. Neogumbercules

    Flashback Toon?

    BS/SD Scrap could be good. Decent attacks early on and you can easily cap your Lethal and Melee defense with Parry.

    A Rad/Fire Blaster could be a fun one to try out.

    And of course there's Fire/Energy Blasters. Early access to aim/build up to help you destroy stuff before it can destroy you.

    DM/Regen if you want to be on easy mode early on or DM/Shield if you wanna be god-tier when you're level 50.

    Might try a Stalker, too.
  16. Not to thread jack, but maybe this can help in some way.

    Using this post as a guide line:

    Quote:
    If you going about it that way Billz why not make your own farm capped at level 3? That way you have your powers through level 8 and baddies with the lowest possible HP's to have to deal with. It's still only 6 runs to 9000 tickets and leveling up you still get the same xp per kill no matter what xp your exed down to.

    Since Brutes get their full damage cap very early you can still go into the mission insp capped for damage at +675% and not have to worry about touching follow up. Just spin, spin and more spin.

    I've gone ahead and made an AE map built exactly for this purpose. It's pretty much a clone of the popular one by Fuzzy Kittens. It's designed for Brutes that get early AoEs and the mobs are pretty much all fire damage. It's set for level 1-3, so you can have your powers all the way up to level 8.

    Edit: Solved problems.

    ID: 503858
  17. Does anyone know off hand the AE map for "Frontload" is?
  18. I'm convinced my Claws/FA could beat my SS/FA but my alt-account doesn't have GR so I can't get any of the incarnate stuff that my SS/FA has access to. I'm also not willing to spend the influence/time it would take on an account that I often let lapse for months/years.

    As for a happy medium between SS/Fire and SS/SD... How about Elec/Fire? I'm running it on a Scrapper, and while I haven't played every powerset/AT/combo in the game, I haven't found anything that can put out as much AoE burst damage in a similar time frame.

    My SS/SD Brute was an endurance nightmare until I was significantly slotted. This was before Stamina was inherent. That said, it is a monster. Just not as fast as SS/Fire in terms of AoE output.
  19. Neogumbercules

    Best n?3

    How about a traps? That'll cover all the problems you seem to have. It's great against AVs, has great debuffs, and some decent control out of poison trap and seeker drones.

    If he wants to powergame it, he can try out fire/traps corr.
  20. Ninitsu for Scrappers
    Spines for Brutes
    Broadsword for Brutes
  21. Quote:
    Originally Posted by Black Scorpion View Post
    The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).

    Your bud in the Incarnate-powered armor,
    Black Scorpion
    Why did you push this update live when you knew that it completely broke a huge number of powers in the game? I understand the need to fix the bug, but doesn't breaking stuff in the process kind of defeat the purpose?
  22. Errors occur every time I loaded it up. I got an error about an exception and had the option to continue using the program. When I do it often has weird visual bugs, like the info window being out of whack. Also got an "OMGHAX" error when trying to open the program.

    Reverted back to 940 for now.
  23. Neogumbercules

    DoT and Procs

    Quote:
    Originally Posted by FrostyG View Post
    Would you agree that having a rain type power is a large advantage over not having one?

    When you look across the game what 'damaging attacks' are capable of being fired off 5 times per second?

    Maybe a MM with all pets attacking can stream attacks close to that fast? But in a large aoe with 16 (or more given how rains work) targets easily put to the max limit.

    What's the possibility that was overlooked when they put these powers into the game? I mean take a look across the game, most toons attack at a rate in excess of once per every 1.5second (proly closer to once every 2 seconds. A rain power hits 7-10 times in that same time frame.

    Logically, if it is actually working as intended in a rain then it would stand to reason that it is under-performing in virtually all other powers. The rate of occurrence is just that far apart.
    I would argue that the power is working exactly the way it was designed to work and made it all the way through beta and had previously been stated to be working as intended. The reactive proc is exceptionally powerful in AoEs and even more so in rain type powers. That said, as far as we know there's never been a quantitative analysis (though I'm sure Arcana is hard at work with it) over how much this aspect of the power actually puts players at an "advantage" over others.

    If you cherry pick the scenario, like an AE ambush map, yes it's incredibly impressive due to the fact that it can recycle targets faster than anything and you're surrounded by 100 enemies. When you're looking at an actual team play scenario there's a pretty good chance that the combined AoE assault of 8 people will wipe out the majority of the spawn near instantly. In fact, I know they do because I've been running trials constantly and these big groups of level 54 mobs are being knocked over like crash test dummies 2 seconds into the fight. You'd be lucky to even activate your rain power before everything is 75% dead.

    Against things that matter, like EBs and AVs, it's a nice thing to have but the DoT has no chance of matching the DPS you'd be getting out of even a bad ST attack chain.

    An Elec/Shield scrapper can deal something in the area of 1200 damage in about 4 seconds flat with a combined lightning rod/Shield charge combo. That's under a BU and AAO but no other damage boosting abilities. A perma-dom dominator can have absolute control over everything at all times and unleash massive AoE damage at the same time and have amazing ST damage. I haven't played or heard of an AT powerset combo that is more "overpowered" than my Plant/Psi/Fire Dominator feels. A Bots/Traps MM can go AFK and solo AVs. SS/Fire/Mu Brutes can clear AE ambush maps at +4 with bosses turned on in 2 minutes. The point I'm making here is that while the Reactive proc in rain powers is very powerful, it's not an exclusive level of power and it's not even the most powerful thing you can have in the game.

    The reactive proc damage is supposedly the result of a lot of testing and is working the way it was designed. It has a stack limit and rain powers are particularly useful at quickly getting there. The way I see it once you unlock a good portion of the incarnate slot powers everything is overpowered in normal play. Isn't that kind of the point?
  24. Neogumbercules

    DoT and Procs

    I understand it may seem extremely powerful, but isn't it just stacking up the dot to the 5 limit faster than it would be if you had to click on 5 individual powers, or is it somehow breaking the rules?

    I've used it in my Rain of Fire and it was very powerful. I just don't know how they can fix it without fundamentally changing the way psuedopets work or the way the proc works or just cherry picking certain powers to gimp on an individual basis, which doesn't seem fair to me. Didn't they test this issue for months? Didn't they already say it's working as intended? As long as these psuedopet powers aren't breaking the 5 limit stack rules I really don't think it needs to be changed.
  25. This is a great thread. I hope more people read it. I was just on a lam this afternoon that failed because the warehouse team only got 1 crate. It's really not very hard to accomplish that phase if the player knows what he/she is doing. On that very same run I was on a Fire/Kin corr with naught a single incarnate ability and managed to stay alive the whole phase by using inspirations and working as a team.