New Dawn

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  1. New Dawn

    Dark/Elec

    [ QUOTE ]
    I think the fact that negative energy is fairly poorly resisted by enemy must be considered a good thing, surely?

    As for Shadow Maul being a cone. Fair point. Its a bit of a devil to get many enemies in the cone (can be done) tho. Id still avoid myself (for the specifics of a dark/elec brute)

    [/ QUOTE ]

    The electric armour is least resistant to negative energy excluding toxic unpowersurged is all i was getting at. Worse so for those who swap grounded for acrobatics. Being grounded could make sets like ss/ favourable with hurl in the build but then more than you would dm/ you may want aid self in the build.

    I have to work as many foes into cones all the time to hit as many as possible and save endurance/cut fight duration but you can almost forget that pvp.
  2. New Dawn

    Dark/Elec

    [ QUOTE ]

    Pros:

    Negative energy is poorly resisted<-------a pro??

    Cons:
    Shadow Maul is pretty counter productive for the build.<---- Not necessarily PVE as its a cone attack.


    [/ QUOTE ]

    Just me nickpicking with otherwise fair observations
  3. [ QUOTE ]
    Slotting End reducs in attacks sounds reasonable enough. It's probably the best way to go in an ideal team situation.

    Doesn't it lower your DPS though? I personally always slot 2 acc 3 dam 1 recharge in almost every attack. Same on my Tank, as I do feel that the attacks take long enough to recharge already, even with hasten. I know Tanks shouldn't be doing much damage anyway, as their are other, more specialized AT's for that, but I still enjoy dishing out a fair bit of damage myself every once in a while.

    Anyway, it doesn't really matter for me, as I have Energy Absorption.

    [/ QUOTE ]

    You do have to balance your attack set with your defense set and how many attacks you have its always a kill or be killed situation. On a regen id be 2 acc 3 dam 1 rechg and on a sr i am 2 acc 3 dam 1 end. with an sr i dont get an endurance buff like quick recovery but i do get a recharge buff from quickness. All we are saying is the attack chain is more end hungry than anything else. You only have to look at your endurance when your not fighting and compare it to your endurance when you do fight to see it.

    Attack a stonetanker in granite with your attack chain with no toggles running in the arena whilst he doesnt hit back and compare the endurance loss to standing next to him not attacking with toggles running.
  4. [ QUOTE ]
    I know this is a tank thread but on my Da Scrapper ive just put another end reduction in each of my shileds.

    I have noticed a massive difrence in the time i can keep going before i need to hit dark consumption.

    So for me I would slot the armours.

    [/ QUOTE ]

    on my dm/da i slotted attacks first and then shields but shields sooner than normal because she hasnt got the fitness pool. im also having to play as economically on endurance as i can (lot more easier solo) to gain the most out of my multi hitting attacks.
  5. im up for 1st sf just lemme know when.
  6. i think i can make the positron with my blaster.
  7. I'll try and get as many people as i can for this. So many never read the forums and then wonder how everyone else manages to get the badges.
  8. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Mr A
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Charged Bolts==> Acc(1) Acc(3) Dmg(23) Dmg(23) Dmg(46)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2) EndRdx(3) Dmg(5) Dmg(5) Dmg(7)
    04) --> Charged Brawl==> Acc(4) Acc(7) Dmg(9) Dmg(9) Dmg(19) Rechg(43)
    06) --> Short Circuit==> Acc(6) Rechg(11) Rechg(11) Rechg(13) EndMod(13) EndMod(15)
    08) --> Combat Jumping==> Anything but an end slot
    10) --> Havoc Punch==> Acc(10) Acc(15) Dmg(17) Dmg(17) Dmg(19) Rechg(43)
    12) --> Swift==> Run(12)
    14) --> Super Jump==> EndRdx(14)
    16) --> Hurdle==> Jump(16)
    18) --> Stimulant==> IntRdx(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Acrobatics==> EndRdx(22)
    24) --> Aid Self==> IntRdx(24) Rechg(25) Rechg(25) Heal(27) Heal(27) Heal(29)
    26) --> Aim==> Rechg(26) Rechg(29) Rechg(31) TH_Buf(31)
    28) --> Thunder Strike==> Acc(28) Acc(31) Dmg(33) Dmg(33) Dmg(33) Rechg(34)
    30) --> Build Up==> Rechg(30) Rechg(34) Rechg(34) TH_Buf(36)
    32) --> Thunderous Blast==> Dmg(32) Dmg(36) Dmg(36) Rechg(37) Rechg(37) Rechg(37)
    35) --> Power Sink==> Rechg(35) Rechg(39) Rechg(39) EndMod(39) EndMod(40) EndMod(40)
    38) --> Hasten==> Rechg(38) Rechg(40) Rechg(42)
    41) --> Shocking Bolt==> Acc(41) Acc(42) Hold(42) Hold(43) Rechg(48) Rechg(50)
    44) --> Shocking Grasp==> Acc(44) Acc(45) Dmg(45) Dmg(45) Dmg(46) Rechg(46) or tesla cage for range and mag
    47) --> Voltaic Sentinel==> Acc(47) Acc(48) Rechg(48)
    49) --> Charged Armor==> DmgRes(49) DmgRes(50) DmgRes(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    *scampers off makes an elec/elec*:P
  9. [ QUOTE ]
    I only use this toon at lvl50 PvP so power ordering isn't really an issue. Thanks though

    [/ QUOTE ]

    i still think ya can try to have the best of all worlds as poss.


    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Mr A
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Charged Bolts==> Acc(1) Acc(3) Dmg(23) Dmg(23) Dmg(46)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2) EndRdx(3) Dmg(5) Dmg(5) Dmg(7)
    04) --> Charged Brawl==> Acc(4) Acc(7) Dmg(9) Dmg(9) Dmg(19) Rechg(43)
    06) --> Short Circuit==> Acc(6) Acc(11) Rechg(11) Rechg(13) EndMod(13) EndMod(15)
    08) --> Combat Jumping==>
    10) --> Havoc Punch==> Acc(10) Acc(15) Dmg(17) Dmg(17) Dmg(19) Rechg(43)
    12) --> Swift==> Run(12)
    14) --> Super Jump==> EndRdx(14)
    16) --> Hurdle==> Jump(16)
    18) --> Stimulant==> IntRdx(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Acrobatics==> EndRdx(22) EndRdx(46)
    24) --> Aid Self==> IntRdx(24) Rechg(25) Rechg(25) Heal(27) Heal(27) Heal(29)
    26) --> Aim==> Rechg(26) Rechg(29) Rechg(31) TH_Buf(31)
    28) --> Thunder Strike==> Acc(28) Acc(31) Dmg(33) Dmg(33) Dmg(33) Rechg(34)
    30) --> Build Up==> Rechg(30) Rechg(34) Rechg(34) TH_Buf(36)
    32) --> Thunderous Blast==> Dmg(32) Dmg(36) Dmg(36) Rechg(37) Rechg(37) Rechg(37)
    35) --> Power Sink==> Rechg(35) Rechg(39) Rechg(39) EndMod(39) EndMod(40) EndMod(40)
    38) --> Hasten==> Rechg(38) Rechg(40) Rechg(42)
    41) --> Shocking Bolt==> Acc(41) Acc(42) Hold(42) Hold(43) Rechg(48) Rechg(50)
    44) --> Shocking Grasp==> Acc(44) Acc(45) Dmg(45) Dmg(45) Dmg(46) Rechg(50)
    47) --> Voltaic Sentinel==> Acc(47) Acc(48) Rechg(48) EndRdx(50)
    49) --> Charged Armor==> DmgRes(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    With key attacks slotted enough for pvp or pve u can always change whats in them. I dont know how valuable the armour is to ya, but an armour in pve (unless solo perhaps) should really be pointless and in pvp whilst dueling should be almost pointless the idea being that no one has any endurance to actually keep themselves toggled let alone hit you.
  10. Its more a -perception or a lets ninja to mission objective thing however with the more highly defensive sets or made to be more defensive it can make a difference in a tohit calculation granting them a lot more survivability. I dont have it on a single toon i may have it on my ninja mm for concept though.
  11. [ QUOTE ]
    In CoH, with a good tank, dark/rad will probably out debuff TA, because they will stop the 'fender getting mezzed, and they can keep everyone together in debuffery goodness.

    [/ QUOTE ]

    i dont get that last point because a tank by pointing direction of attacks away from the team and the team by both allowing for consolidation and by being far away enough from the tank to not share in aoes or pbaoes no one needs to get mezzed well apart from tank if he or she had enough magnitude stacked upon them.
  12. You dont need to run perma granite with everything just look at the enemy and level of your facing and look at your team support and how good they are at it. On pugs start in granite to get the team dynamics right without dying (as learning to gel is good) and try to see little healthbar movement by all. Once you have it right take granite off. Some stonetanks could well be facing levels other tanks would just go weak at the needs at but taunt, gauntlet and mudpots is most likely less effective then.

    [ QUOTE ]
    Most people dont even understand the power of regen ,maybe shannon wants to mathematically calculate how much 275% regen with the health of a tanker is worth , compared to a ice tanker . especially when you are getting hit !!

    [/ QUOTE ]

    Alone versus high burst damage its worth little but versus upto a certain amount of damage over time its great which is not only stating the obvious but is why i am not completely into "must have all the way damage sustainability" or worried about my "line of immortality". Just rooted and health using dr rocks thingy ma jig depending on what damage type ya up against ya survivability goes from 2/3rds to a 1/4 that of a firetank but in real terms you would take high burst hits and die instantly.
    I am worried about how to get the best contribution from whatever team i am in. Its making sure whatever you have to offer works well with whatever anyone else has to offer that counts.
    I dont really do maths but some of its good to know, i like to say stuff and go on and on until someone convinces me otherwise and thats it. When people prove me wrong and show me otherwise im happier for learning something new and it does happen alot. I didnt know it was worth 6 slotting DOs till Alvan told me last week!!. Enough people whoop me at the maths especially dr rock.
    The tanker isnt my best toon, i have off days, i no longer play one everyday of the week, my peak came and went but seeing as they can have a huge impact and they initiate fights this is an important section for me.
  13. Yeah where did that typo come from? *looks at other calculator*.

    This is using 6 attacks

    Footstomp, action 2.1, cost 13.55
    Knockout blow, action 2.23, cost 13.55
    Haymaker, action 1.5, cost 6.24
    Punch, action 1.2, cost 3.81
    Jab, action 1.07, cost 2.59
    Brawl, as a filler action 1.1 cost 3.25 (if slotted for end just so they are all equally slotted)

    total action time = 9.2 seconds

    total endurance = 42.99

    endurance/time = 42.99/9.2 = 4.67

    4.67 - 1.667 base end recovery = 3 eps pre stamina
    3 eps - 0.819 eps recovery = 2.181 eps

    And thats why i look at attacks costing about 2 eps each with an endurance slot in each attack and stamina and thats all i am trying to get over. I do on any toon slot for endurance in my attacks before toggles. I have people going "no fitness?" at my 2 brutes, a stalker, 2 defenders, a tank, a blaster, a dominater and obviously my mms. You have people playing a MA/SR, who dont slot endurances in attacks but instead 3 slot the super reflex toggles because its the super reflex side thats supposed to be heavy or feel heavy for me theyve gone the wrong way and sr being end heavy is a myth.

    I am not talking directly to you unthing btw i am just showing why i think some attacks are more important to slot for endurance first than bothering with toggles. With a regen or an /elec or /energy blaster/brute i could leave out endurance slots in favour of accuracies and recharges easily.
  14. Oil slick is a bit defining a single hit with blazing arrow and you get about 5 times or more the base damage of defenders blazing arrow attacking multiple foes with oil slick 3 slotted for damage. I havent really checked it though completely.

    When you get oil slick you will probably need to target it amongst a mash of foes and to prevent you tabbing around create a bind or macro that has "$$target_name oilslick" and you should auto target it but im not sure if /sonic sets it off tbh.

    Most debuffs can be repeated in succession if not stacked if stackable. All debuffs on top of eachother makes for quite a blanket of safety imo and in pvp raids you will be annoying.

    ive gone about seriously slotting mine to have tanks say TA is rather under rated, its best to have a tank that herds and herds fast and stays in debuff zone once he or she has herded. He or she may only need to use their self heal once all gone right, but this is more so later levels +25.

    TA is for herd fast kill fast teaming really with no one messing with the tanks herd cos teams like that require an empath.
  15. [ QUOTE ]
    We've had this conversation before.

    Unless you actually calculate your attack chain in great detail the rough eps of your attack chain is around 1xnumber of attacks, modified by slotting of recharges and end reducers.

    [/ QUOTE ]

    My attack chain no breaks between attacks (each attack apart from brawl has an endurance reduction enhancement).

    Footstomp, action 2.1, cost 13.55
    Knockout blow, action 2.23, cost 13.55
    Haymaker, action 1.5, cost 6.24
    Punch, action 1.2, cost 3.81
    Jab, action 1.07, cost 2.59
    Brawl, as a filler action 1.1 cost 4.34
    Jab, action 1.07, cost 2.59
    Punch, action 1.2, cost 3.81
    Haymaker, action 1.5, cost 6.24
    Footstomp, action 2.1, cost 13.55
    Knockout blow, action 2.23, cost 13.55

    total action time = time for attack chain = 17.3 seconds

    total endurance cost for attack chain = 83.82

    83.82endurance / 41.5seconds = 4.78 endurance per second

    With no endurance slots in attacks the eps would be higher and as it is its higher than toggles already. Recharges dont do anything apart from recharging your attacks in an attack chain. If your waiting for an attack to recharge your fight duration is extended and your eps is lowered however in my attack chain i dont wait for any attack to recharge and the endurance cost of each attack is fixed.

    My attack chain is about done in those seconds perhaps plus one or two secs and my endurance is less than figured due to base end recovery and stamina with which i gain 2.48 eps. So thats about half my endurance back so my endurance per second is lessened again to 2.30 eps but then i have my toggles to account (for which add to almost 1 eps apparently). So at the end of my attack chain with toggles on i should be left with 2.3 + 1 eps * 17.3 secs which should leave me with 55 endpoints in theory and live in game my endurance reads 57 endpoints which is close enough for me.

    and this is to explain to any reader how i do it which looks ok to me.
  16. New Dawn

    AR/Dev Respec

    [ QUOTE ]
    1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

    [/ QUOTE ]

    just the sapper but what about the tac ops that may follow and stun you?...

    [ QUOTE ]
    2) How good is the auto turret? Is it worth getting recall friend to move it about?

    [/ QUOTE ]

    ....yeah let that have the stun.

    [ QUOTE ]
    3) Is ignite any good in teams? Any tactical uses for it?

    [/ QUOTE ]

    very good power more so soloing or versus AV imo i dont have it as my tactics/priorities differ and we only get 25 powers.

    [ QUOTE ]
    4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

    [/ QUOTE ]

    it isnt required but depending on how dependent you are on mines would say whether to get it or not, i wanted ss and combat kick just didnt appeal where as haste creates lots of advantages.

    [ QUOTE ]
    5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?

    [/ QUOTE ]

    Some people say you can but for me i'd sooner have the accuracy because sometimes you really cant afford to miss. If you had no TD you would have 2 accs for pvp i bet.

    [ QUOTE ]
    6) Any particularly useful powers for an AR/Dev blaster from the various pools?

    [/ QUOTE ]

    I took combat jump (-immob), acrobatics (because knockbacks = -dps), haste (fast recharge mines = +dps), superspeed (ss+CD = invis, then go into a mob, drop timebomb count to 11 secs drop tripmine and boot it past minefield and chuck caltrops). Med pool and TP pool are good, i dont have them for concept reasons.

    [ QUOTE ]
    7) Stamina: Is it essential when running targeting drone and cloaking device all the time?

    [/ QUOTE ]

    AR/dev if you slot CD 1 end, TD 2-3 end, each attack 1 end, travel powers with an end, acrobatics 2-3 is borderline of no fitness pool needed imo but fwiw ymmv then ya can go stimulant and aid self for health. Health from fitness pool can mess with ya defiance when you dont want it to as well.

    [ QUOTE ]
    8) Is it wise to slot attacks for range over either recharge or endurance reduction?

    [/ QUOTE ]

    I dont want or need range as much as rechg or end but wider cones are nice but so can moving to a position where groups looked more stacked as nothing is a perfect circle but be careful.

    [ QUOTE ]
    9) Is time bomb useful or is it too unreliable for regular use?

    [/ QUOTE ]

    If i am pulling to mines its a kickstart in damage, for me its a put in the middle of a mob weapon leave wait for it and then pull on the knockback or add a tripmine like i said and run.

    [ QUOTE ]
    10) Is smoke grenade useful for stealthing and how big is the -to hit on it?

    [/ QUOTE ]

    -per is useful to throw into groups of foes near a group the team is about to fight (lame tank dont herd away) and the -tohit isnt much (5%base i think) but would stack nicely with anybody elses -tohit debuff or psuedo stack with +def but for me its more a -per power but i have CD and ss.

    [ QUOTE ]
    11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?

    [/ QUOTE ]

    Depends on mission and how close you like to get to Knives of Artemis, i personally think you would be better off to stack it with something and ss is good for speed too.
  17. [ QUOTE ]
    the fact i tend to win by at least a few kills prolly means that the edge tac start gives me isnt game making or breaking.

    [/ QUOTE ]

    Do you find that many people have barely put their glasses back on before you have beat them again? if so a disadvantage of dying first maybe there and tactical advantage granted to you of no end starts could be often useful.
  18. [ QUOTE ]
    However a single unenhanced attack when used constantly uses an average of just under 1 endurance per second as they have a end cost and recharge of about the same value.

    [/ QUOTE ]

    That sounds to me like the endurance per second of an auto'd attack.

    Each attack has an endurance cost and immediately after one attack you use another and then another meanwhile the first attack has recharged.

    For me the EPS of the attack chain matters most and thats total action time of attack chain/total endurance cost of all attacks used.

    By the end of the attack chain you could be only waiting for one attack to be recharged and have a full endurance bar whilst it is recharging. So i dont include recharge. My ability to last in a long fight duration and fighting comes from the overall endurance per second cost of the attack chain plus toggles compared to end recovery per second from full endurance.
  19. [ QUOTE ]
    [ QUOTE ]
    Drivel. Gauntlet works irrespective of the damage numbers.

    [/ QUOTE ]

    Really :P say that again when you tested it out with some other tanker doing more damage then you !!!!
    AH never played with a other tanker in your radius ???

    [/ QUOTE ]

    Why would a tank need another tank within their team let alone radius add to that it can lead to messy taunt control.

    "i thought you had him?"
    "no i thought you had him?"
    "poor kenny"

    The duration of gauntlet is endurance related and the most damaging single target attacks or not so damaging aoe attacks are likely to have more of an endurance cost assigned to them. The duration for aggro caused by damage is far longer than the taunt duration caused by gauntlet so the result would be a nearby tanker using a higher damaging attack would be offering a better taunt duration and win aggro and also whoever has a better scale of damage after anybodies taunt duration is gone would get aggro.
  20. [ QUOTE ]
    And if i tell the team 3 times that they should avoid knockback and they still do it.. not my fault they die

    [/ QUOTE ]

    I often have that 3 times rule. You either work together as a team or your secretly working for the enemy.

    [ QUOTE ]
    For a Brute: Who cares, you bash smash and pulverise. How many brutes actualy have taunt?

    [/ QUOTE ]

    Me and my fury is better for it, i need it my dark armour brute cant have other brutes stealing mobs from around me with their auras and its for all usual reasons tanks have it. More foes in my aura = me near dead but = better heal and better end recovery after heal = fury bar full = mobs dead. Elec brutes probably need it to pull foes down, if something is shooting from above taunt it and run under somewhere, i try and be flash and taunt as i run under but often fail to get the taunt whilst hidden not as easy as flybys. Also in pvp some form of gank prevention of a team mate might be nice.
  21. [ QUOTE ]
    Also in team missions your generally moving onto that next mob whilst the rest of the team take time to recuperate because they need to heal more due to them taking more damage, your stamina recovers enroute and you start to SMASH all over again.

    [/ QUOTE ]

    omg i hope i can avoid that in teams with my brute (team taking damage could mean mine will probably be dead) or brutes havent been able to be that effective with their taunt and auras
  22. [ QUOTE ]
    [ QUOTE ]

    No the best player is the one who can improvise under any situation , with the tools and people they have .

    [/ QUOTE ]Fixed

    [/ QUOTE ]

    Not fixed, you can not play other peoples toons for them, you can suggest how to go about things in the most basic speak possible and still people may not understand, agree, get things spot on or cooperate. It doesnt take much to cause a teamwipe (perhaps minus the granite tank:P) by anytoon playing with any tanker. The success of any AT is largely helped by a good team. Not so much best player but best leader, but that would mean nothing when people dont follow.

    Its not always the player makes the team its sometimes the team makes the player.
  23. [ QUOTE ]
    Yeah, but Safeguard is an Inv tank, and isnt Invincibility one of the weaker taunt auras? Like, I dont know, a light breeze could steal all your aggro?

    Oh and thanx for the (really really) swift reply - a MaX is as good as a redname

    [/ QUOTE ]

    Lol and invincible is as good as anyother aura but more time is required to assess whats taunted by the aura and what isnt until you get a pbaoe like footstomp. Obviously other tankers with a damage or debuff aura have a better chance of attracting aggro than an invuln but secondary taunt will even pull of CE so an icetank without taunt is easily out aggroed.
  24. [ QUOTE ]
    So Invincibilty works just like chilling embrace in the Rage crash.

    Which I why I always try and Foot Stomp, taunt and KO blow if possible just before the Rage crash to cause maximum annoyance. Then you get a period of chaos but 10 seconds isn't that long and usually they are still attacking me until the last few seconds.

    [/ QUOTE ]

    and thats how jiaozy doesnt lose aggro through it i bet, me i barely use it on anything other than really small teams or in pvp and so i it really is rarely used. In the face of an AV its used when i know itll "be arrested" by the time it crashes.
  25. [ QUOTE ]
    Most armours are in fact 0.13 except dark's which are 0.104 for some reason. Thats according to the free prima download.

    [/ QUOTE ]

    Read what the prima guide says then stand still with each armour on in turn with no endurance slotted and read how much your endurance bar varies, best done with a respec build on test server with no fitness pool. I was shocked at reading my invulns as they didnt seem to tally up so maybe they have a different way of measuring i dont know. But focused accuracy was dropping my endurance 3 points between ticks, temp invuln + unyielding + invincible added upto a 3 point drop between ticks altogether and i think unyielding looked like it dropped less end between ticks than invincible.