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I'd love to give you some broader advice, but I don't PVP at all and have no idea how the mechanics there work.
As for missions I can say that as long as you're using Sleet, Rain of Fire, and Fireball on every group, you're doing it right. Slot an Achilles's heel proc into Sleet for some extra -res and make sure you go for the Reactive Radial 75% damage proc for your interface slot.
Just based on a guess, I'd say for PvP you'll probably want to get close enough to players to get them inside your Hurricane debuff. For that you'll probably want snow storm slotted for slow. Then close in and ST them to death with whatever powers are good for that in PvP.
Edit: Just for the heck of it, if I were making a Fire/Storm, this is what I would do with it -
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 1: Gale -- Acc-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(29), RechRdx-I(37)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(43)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(7), Det'tn-Dmg/Rchg(7), Posi-Dmg/Rchg(9), RechRdx-I(29)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(31)
Level 10: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), UndDef-Rchg(17), UndDef-DefDeb/Rchg(17), UndDef-DefDeb/Rchg/EndRdx(34), UndDef-Rchg/EndRdx(34)
Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(19), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25)
Level 20: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(23), DampS-Rchg/EndRdx(37), DampS-ToHitDeb/Rchg(46), DampS-ToHitDeb(50)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Super Jump -- Jump-I(A)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(43)
Level 32: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), RechRdx-I(37)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Inferno -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(48), Erad-Acc/Dmg/Rchg(48), C'ngBlow-Acc/Dmg(48), C'ngBlow-Dmg/Rchg(50), C'ngBlow-Acc/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Cryonic Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
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+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21) -
I've run a ss/fire/soul brute through the trials many times. Needless to say I'm a walking AoE, and that has had zero effect on my drops. I get the occasional Rare, but almost always get commons and uncommons.
If I had to take a wild guess I'd say that once the system figures out that you are participating, or have participated, the rewards are completely random after that. You don't get better rewards for "doing more" it seems. -
Quote:Oh good to see my build has worked for you! Thanks for the advice, I'll take it to mind.Hey Neo,
Tried to open that in mids but I keep getting an error. Must be have to do with version 1.94. If you can post a data chunk I'll try that.
Also, I modified the build you posted here: http://boards.cityofheroes.com/showt...light=huntsman
Dropped Soul Mastery, picked up Bayonet and E. Fences. Still has soft-cap (including 49.4% def to Psi) and perma-hasten. Bayonet is because I wanted to be able to have some single target burst from hide for things I dislike, like sappers, and because I wanted a ST chain with no redraw. I can run single shot->burst->single shot->bayonet seamlessly for some good ST dps (if anyone would like to calculate that, I would much appreciate it, or else I'll head to the scrapper forum. Burst has achilles proc, SS has apoc proc, Bayonet has heca proc).
Anyway, having a blast running a build that was almost entirely yours, and I'd like to help with this build if I can as thanks.
Sucks about the build not working. I'll try to get a version 1.93 of it up sometime later on. -
Thanks for the feedback everyone. Really got me motivated!
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I don't know how many of you have done this before, but I came up with a costume I really like and decided I wanted to play yet another scrapper just for that reason alone. I've already taken /shield to 50 twice, though I've never played BS before. Anyway, I just wanted to share my altitis with the world.
Anyone have any experience with BS/Shield out there?
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As awesome as the Huntsman is, I've gotten a little bored of him. The great thing about VEATs is with a simple respec you can completely change the way you play! So with that in mind I decided to put together a Bane/Huntsman hybrid that focuses more on Bane, but keeps a couple of the staples of the Huntsman.
I don't really mind missing out on Surveillance since I have Venom 'nade, Reactive, and Build Up + crits from Cloaking Device. I like having overkill defense to cover some gaps, and the recharge I'm looking at will give me some really good ST damage. The extra run speed IOs are just for flavor. I don't have a travel power so having the extra will help me get around. Helps out in combat, too. Plus I just like being fast all the time!
I like the Disruptor Bots as well for theme. I'm pretty happy with the build I have actually, just wondering if I missed anything obvious. Oh I plan on going for Ageless for my Destiny slot. That'll cover my endurance issues and allow me to have way better recharge and frees me up to trade in my Cardiac for a Musculature.
The weird thing about VEATs that I've found is that I'm always super tight on powers, but always have an abundance of slots left over.
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Bash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(5)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A), DefBuff-I(43), GftotA-Run+(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(7)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(36), Achilles-ResDeb%(36)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(31), RechRdx-I(43)
Level 16: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Rchg+(17)
Level 18: Shatter -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(31), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 20: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 22: Mental Training -- Run-I(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 26: Cloaking Device -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(34)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), C'Arms-+Def(Pets)(50)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
Level 50: Musculature Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(37)
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I'm not sure if Barrier rez works this way but...
I'd take the Rez out of Barrier and put it into rebirth core. I'd keep the HP buff, but I'd give the rez an "auto-life" feature. Basically, if you die while this power is effecting you, you automatically rez with full HP/End and have some additional short-term buffs on you to get you back in the action.
But I don't know what I'd give barrier to make up for taking away the rez. -
I just got T3 reactive on my SS/Fire (the one with 75% proc) and decided to give it a whirl.
HOLY CRAP!
I thought my SS/Fire was an unstoppable killing machine before. According to hero stats the Reactive proc was doing about double the damage of any of my other powers. This was on +0x8 in a ambush map. The only "problem" I had was that I couldn't pop inspirations as fast as they were dropping.
I'm gonna go back and try it on +4, and I'm sure that'll only give Reactive more time to "burn" and make it an even bigger hitter. Now, I'm aware that this is due to the fact that it procs on every tick of a psuedo pet rain type power and Burn basically uses the same mechanics. Don't know if that's gonna last, but I'll enjoy it while I can. -
Don't have time to give you a build right now, but yes it can work. It'll be slower than the usuals since you're not getting extra damage from your secondary, but if you go for typed defense slotting you can soft-cap yourself to everything. Take Mu Mastery for EF and BL and you're good.
The truth is anything that can defeat enemies quickly can farm AE.
1.) Set your mission, but don't enter
2.) Go to the inspiration vendor and cap your defense and damage then fill up on reds
3.) Run into the mission and trigger your ambushes
4.) Destroy things until your current inspirations start blinking, then pop all of your extras
5.) Sustain on the rain of inspirations you'll be getting from defeats
You'll almost always be way over the defense cap, and running tons of oranges, yellows and reds on top of it. -
If I were building for more of a general build I'd focus more on s/l defense but not as much as 45%. I think SS/Fire sacrifices too much to get there and with no defense debuff protection that can all vanish surprisingly fast.
I'd shoot for more recharge and around 35% defense. Here's a (unlimited budget) build that does just that:
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46)
Level 2: Haymaker -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(31)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 10: Boxing -- Empty(A)
Level 12: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), EndRdx-I(50)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-EndRdx/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(43), GA-3defTpProc(50)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(43)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 30: Super Jump -- Empty(A)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(39)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Assault -- EndRdx-I(A)
Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
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+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
35% is enough to soften the blow of the alpha strikes you'll be taking and pretty close to getting you soft-capped with a single purple inspiration. So many people have defense buffs these days, it's hard to get on a team where at least a couple of people don't have maneuvers. That'll cover the rest of the way for you. -
Here's a DM/Invuln build I made up a couple months back:
Hero Plan by Mids' Hero Designer 1.94
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), C'ngImp-Acc/Dmg/Rchg(34)
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 -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(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/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(46)
Level 18: Resist Elements -- S'fstPrt-ResDam/Def+(A)
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: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(42)
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 -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/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
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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) -
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Thanks for keeping it going Virusman!
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Really wish I got my Fire/Storm to 50. Can you imagine sleet and RoF with that reactive proc going off?
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I farm AE ambushes from time to time with this build. It's not really built to farm, but it gets the job done reasonably fast. Guess that's the tradeoff you make for being practically invincible.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(15)
Level 2: Cremate -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(39)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(15)
Level 6: True Grit -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(25), GSFC-Build%(34)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(43)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(23), RechRdx-I(25)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), RechRdx-I(42)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
Level 38: Super Jump -- Jump-I(A)
Level 41: Char -- BasGaze-Slow%(A), BasGaze-Acc/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Grant Cover -- DefBuff-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(43), P'Shift-End%(46) -
I'd go for bots/dark or thugs/dark.
Either primary does a good job of buffing their defenses up. Then you have /dark which has Shadow Fall. Stack it with Maneuvers and you're getting close. Use the defense boosting unique IOs (I think you can slot them in Dark Servant).
Then with /dark you stack Fearsome Stare with Darkest Night and you've probably floored any critter's chance to hit you.
Then of course you have every other advantage /dark brings to the table: Tar Patch, Healing, Dark Servant, Howling Twilight, -dam from Darkest Night.
I like the idea of having all of those henchmen, a Servant, and two Lore Pets, personally. You'd be a one man army! -
I tried the Cyborg mish and thought it was inferior to FRONTLOAD. What am I missing?
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Awesome work! You guys are amazing.
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Quote:Corrected! 3am posts are never good news for anyone.
Also: Neogumbercules, when you post a gigantic inline pic that stretches the horizontal, the rest of your post becomes incredible to read. Either crop/resize your pics down to no more than 800 points horizontal, put them in as links or post them in their own separate posts if you intend to make a long post thereafter. -
I'd incorporate a Dragon Age style of tactics programming to pets/henchmen, allowing the user to set specific instructions for them to follow. Intelligent programming would basically allow a player to have a "hands free" pet that doesn't act completely brain dead.
Example:
I'd also take down the war walls completely and fill out the zones with far more stuff to do. I'd incorporate real-time weather cycles and give NPCs AI routines. For example, a contact that's a cop would have patrols and a schedule. He's be somewhere during the day according to that schedule. At night time he wouldn't be around because he's at home. In the morning you can watch him leave his house and travel to work. During the day he could be found at the police department. This would give the world a much more life-like feel.
I'd have traffic that made sense and airports and stores and restaurants that are actually incorporated into the game world. There would be movie theaters and sports arenas and all of the rest of the stuff you'd see in a real world, and I'd design them so that in-game events would have an impact on the routines of all the people. I'd have it so that the areas in the game could be quickly and easily modified to reflect certain story points. Maybe there's a couple of months where Dr. Explosion sets off a massive bomb in Atlas Park and takes down 3 buildings. For the next 3 months of real time, that area would be under construction. It would start with clean-up, then lots of planning (surveyors scribbling on blue prints), then you start to see scaffolding going up, then finally the buildings are rebuilt.
I'd make it so that you could go into most buildings within the game world (not an instance) just for the hell of it.
I'd have buildings that players could move into and rent out as their personal living spaces. I'd make it so that you could buy furniture from a furniture store and electronics and fish tanks and all of that jazz. It would be like Sims-CoH. You could design your own apartment the way you see fit, within the design of the place. It would be a game in and of itself. And I wouldn't make it so that you just went into some random interface and got instanced into your apartment. You'd have to go to a specific building and within that specific building you had to deal with the specific management and pay their specific price. Better apartments would cost more and there would be an aesthetic difference between what you could rent out in a high-end Founder's Falls apartment vs some dump in King's Row. You'd be able to know who your neighbors are, too. I'd even make it so you could buy and build houses in specific, expansive suburban areas designed specifically to house players. They would be real neighborhoods with schools and grocery stores and all of that. You'd even be able to buy houses and then rent them out to other players! The entire housing thing would be a huge part of the game!
I would make it so that a supergroup base was a place that you designed from the ground up, including the exterior. The exterior of the building wouldn't be more than a fancy door that sends you to your base, it would be a real, physical location that you can go to in the game world (either through instancing or some other means). Example of instancing: You'd teleport to your secret base location and emerge on a mountain and there before you, nestled between two great peaks, hidden from view and protected from outside attacks is your base. And of course because we don't live in a M.C Escher painting, the interior of your base would have to be designed around the actual physical design of the building. To help with size constraints, subterranean construction would be possible. I'd also integrate a "Danger Room" style AE interface type of room you could build to train with like the X-Men do.
I'd incorporate far more mission tilesets and templates and a vast amount of custom maps for story arc content. I'd make each mission door be specific to a particular map, with exterior buildings have interiors that match their design. That way every single time you go into the warehouse on main street, it's the same. It doesn't magically morph into something else. That sounds repetitive, but I'd make it so that every single building in the game that you could enter for missions had a unique interior.
I'd drastically change the way enemy spawns work in the environment. It just doesn't make sense that masses of gangs would all hang around in plain view all over every single zone. I'd probably make it so that there were certain areas where enemies spawned and certain districts that are run down and forgotten or completely taken over by the gangs where enemies will spawn.
I would almost completely eliminate worthless contacts. Ones that just dish out 15 random missions. Almost every contact would have a story arc or a be part of something greater.
I'd reduce the ability to run "repeatables" like Police Band and Newspaper missions but increase the number of TFs and early game Raid style content.
I'd introduce equipment, but not to the insanity of other loot grinding types of games. I'd probably just introduce accessories that would provide a myriad of passive benefits, from anything to combat related stuff or by increasing the amount of Infamy you get for defeating enemies or other indirect benefits.
I'd change the way the powers and enhancement systems but I'm not quite sure how I would go about, other than that it would be simpler to use. I'd probably take out slots completely and incorporate some system where powers you select already have a set number of slots. You can then use these slots to add any "enhancement" effect the power would accept. Upon leveling up you can go along your normal progression tree, which would include new powers and upgraded versions of the powers you already or skills that modify your existing powers to make them better. For example, you have Full Auto at level 32 and at level 35 you can spend skill points on a passive power that increases the number of targets Full Auto can hit. This would include passive skills that add more slots to your powers, but it would be a trade-off type of thing where you choose what you want to spend your skill points on, much like most modern RPGs these days are using.
That's all I can think or right now... -
The taunt in Blazing Aura for Brutes makes life a lot easier.
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We can't possibly be out of issues!
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I'll add my own personal experience:
AR/Traps is one of the biggest let downs I've ever played. I fizzed out at 46. The two sets just don't play well together. AR in general doesn't play too well with anything that requires you to run in and out of melee.
I'd say stick with something you can use from range. /Dark or /Storm would be good choices. -
Another 260 would be a great upgrade path if you're not looking to spend a lot of money.
Unfortunately trying to "max out" Ultra Mode is kind of a fool's errand. Not by any fault of your own, but mostly because the Ultra Mode graphics are so terribly optimized. This game will chug with my current mid-high UM settings, 4x AA, 16xAF @1920x1080 during certain circumstances. This is despite the fact that my computer can basically max out modern and vastly better looking/more complicated games like Battlefield Bad Company 2, Batman: AA, Mass Effect 2 and Dragon Age. My theory is that it has something to do with the geometry in the game.
But back to your question, yeah, a second 260 would give you an appreciable boost in performance. -
I struggled with the same problem and ultimately went scrapper.
I wanted consistent performance across the board, all the time, no questions asked. The Scrapper provides that. The issue of survivability came up, but invincible is invincible. I'm sure the newer content favors the brute since those enemies can bypass the defense soft-cap by quite a margin.
Besides that, I vote scrapper!