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Posts
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Quote:Pets get a few -res attacks as well, the hellfire gargoyle for instance gets Breath of Hellfire with the lvl 6 upgrades that is a -20 res all debuff.Do the pets that attack with Hellfire also get -res as well? Or is it just the -res from the whip attacks thats making it easy to steamroll?
What's just as interesting is the demon prince gets chilling embrace =D -
Yeah, logged on for a few minutes this morning for the first time. Set looks pretty good.
One of the t2 pets is a buffer, the other is pure damage with a damage aura. T3 is the ice version of an oni, living hellfire is basically a forge clone that you buff a pet with and also summons these little pure fire critters (living hellfire). Just what I gathered from logging on and watching some fights. -
Hey all thanks for the replies, I'll take the advice you gave about adding some defense to the build later in the levelsand see how it goes. Overall it has been fun so far (lvl 23 atm).
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Gonna make a /pain here, to me DS looks like a "melee MM" with the whip and the resistance debuffs so /pain's PBAoE debuff would work great here. I've already put together a rough build using thugs as a template (assuming hell on earth is a gang war clone) and it looks brutal. Been practicing the tankermind concept on my 28 thug/thermal and if it is any indicator of what /pain will be like this could be the easiest run to 50 I've ever done.
The only questions I have now are what are the pet's final stats and abilities, what -exactly- does hell on earth do outside of summoning a bunch of mobs, and how will I be able to make my toon stand apart from all the female dominatrix and male Infernal clones running around lol.
Overall I'm excited though.
EDIT: Nm, after playing DS/pain on OB I'm going with poison now... this is gonna be a brutal mastermind. -
Was just curious how regen stalkers hold up in fights vs multiple hard hitting opponents. I have never really given regeneration a chance as I've always believed in defensive builds and the "magic number 45" lol.
I want to put together an old classic by trying two powersets I've largely ignored: claws and regen. I know that primaries such as ninja blade and broadsword mesh will with regen due to layering defense with recovering hit points at a high rate. The build I have pieced together has like 8% defense and that is it. I will probably be using shockwave and focus a lot for mitigation (and moment of glory when it is up), and my build won't be employing the GW pool so no shadowmeld. I am skeptical about just straight out taking hits and regenerating back the hitpoints, yeah it is a little bit of ignorance on my part due to lack of experience with the set but I was just curious how well a high recharge regen secondary performs. Will I be able to do things that a softcapped build can or will I need to be more cautious?
Great news I suppose is no more worrying aobut defense debuffs =D -
Thanks for the information guys, yeah was thinking of hitting mog on the way in to keep from faceplanting before the big boom but it may not be that big of a concern considering this is more of a RP tactic than something I'll be actually depending on to kill stuff. Thanks again =)
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Is it affected by global recharge and hasten? I just got the cyborg pack and I've become a self destruct addict, I'm killing myself so often with this power that I'm making thug arsonists look like slackers.
Yeah I know it has a 1 hour recharge, but being on a regen toon I was thinking of a possible tactic: run into a large group of mobs with moment of glory on, self destruct, revive myself and then clean up the stragglers. Would this even work? -
Yeah it's roughly half the radius as warmth and nullify pain (25' for those two and 10' for twilight grasp), but twilight grasp is over twice as powerful a heal than warmth and NP: unenhanced it's 26.1% vs 11.7% for the two PBAoE heals in thermal and PD. I see it is as being a decent trade off: much more powerful heal for a smaller area of effect.
After all of these years it has been the same heal, why should it suddenly be changed when demon summoning is announced?
Edit: forget to mention that twilight grasp also applies a to-hit and regeneration debuff on the target as well as being a killer AE heal. -
Quote:There's no way they are going to consider this. Just no way. Logic wouldn't justify allowing 75% of a new game's content (and that is what this will be, an entirely new game) to become trivialized by allowing folks to xfer over their top toons from the previous MMORPG. I undertand folks are attached to their toons but this will be a seperate game and not an extention of the original CoX like GR is.Well if they are in fact making a coh2, it would be a really, really, really good idea to figure out some way for existing customers to transfer their characters to the new game in some manner.
The reason I say this is I've seen how Sony handled EQ and EQ2. Two games with similiar names and themes, yet EQ2 has a superior graphics engine, some different races and content... it's a whole different animal. What was nice though is Sony didn't phase out the original EQ and force folks to move to EQ2, they are both supported to this day and continue to get content upgrades.
This is all based on speculation of course as they have announced -nothing- but I just can not see them allowing for toon xfers between two seperate games, regardless of the similarities between them.
Edit: Lol Niteshade beat me to it! -
Hey thanks for that response Leo_G, yeah I didn't think it would but had to ask. It does boost the regular heals for its duration (15 seconds by something like 68%) so that in itself might make it worth hanging onto. Thanks again =)
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I don't play MMs much, I am thinking of trying a merc or bots MM with pain secondary (neither which I know much about). A few questions:
- slotted suppress pain is about 400% regen, slotted painbringer (for heal, not end) is about 1000% regen. Is there a ceiling on how much regen a player/pet can have?
- I know power boost will increase a heal, can painbringer or suppress pain be affected by power boost as well?
Thanks in advance guys. -
You were half right with that suggestion =)
"The hellfire whip, dealing fire and toxic damage, reduces its target's resistance with searing, torturous hellfire."
From
http://goingrogue.na.cityofheroes.co...summoning.html -
Here's a quick build I made that might give you some ideas on how to improve a bit. With cloak supressed melee is a 46.3, ranged at 50.9 and AE at 38.8. Has 1812 hit points (with all hp accolades) and 95 global recharge, but no hasten. Has aid self too. Expensive build though.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
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The thing I find with my bane is he is a tough toon to build. There's a lot I'd like to take on him but in order to keep high all around defenses and high recharge I have to be picky.
Just glancing at your build and what you would like to do with him I would suggest fitting in aid self somewhere (which means you'll need to make room for 2 slots). Hits -will- get through your defenses at some point and if you are taking on AVs esp you will need a way to recover those hit points.
Venom grenade is a nice debuff, yeah the redraw sucks but if you can can consider it then it can do 2 things for ya: you can stack -20% dam resis on a group of mobs, or with shatter armor and surveillance -60% on a single mob. If you can stand venom grenade (I know ya hate the redraw but just trying to open up your mind to a few new combos) you could also replace pulverize with poisonous ray (both available at lvl 12) and have a seriously hard hitting attack; venom grenade is -20% damage resist, but it is -40% for toxic and poisonous ray is 100% toxic damage. I see you have put together an expensive build and poisonous ray would allow you to 5 slot apocalypses + an achilles heel -resist proc.
I would also try and fit in hasten and 3 slot it if you could.
Call reinforcements might be okay for fighting AVs, its mindless damage and you could 4 slot purples for 16% regen, 3% health and 4% damage.
You could also consider switching patrons to ghost widow for gloom and darkest night for mitigation purpos... wait, I forget I'm talking to a bane spider lol.
These are of course just my opinions, again there's a lot of ways to build a bane. If you could manage capped defenses, decent resists (with slotted armors, tough and the +3% pvp unique you could get @ 40-41% S/L resist and 15-20% for most others with your current IO selections) and 80-90% global recharge you will have a solid fighting machine. Also try and get your hitpoints up to @ 1700-1800ish (you need accolades and bane spider armor upgrade to do this). A bane's only serious weakness is their complete lack of defense debuff resistance. There's a lot of folk who have some pretty nasty bane spiders so I'm sure you will get a lot more feedback. -
[QUOTE=GGG247;2709396]Is Mind Link perma-able?[QUOTE]
With haste 3 slotted with lvl 50 recharge IOs and mindlink 3 slotted with 3 membrane exposures you have almost a dead even recharge on mindlink: 90 second duration with a 90.6 second recharge. Add in mental training and the recharge becomes 84.2. It is pretty easy to perma mindlink as you can see.
Once you hit lvl 50 and you get some global recharge in your build you could probably drop lunge, depending on whether you took BU or followup. I only use 4 main attacks : followup, slash, spin and shatter armor. I have psychic scream if i need a second AE and then have a few ranged attacks for set bonuses. Again, there's a ton of ways to build an effective widow.
And yeah banes take some planning to softcap defenses. They are for some reason stronger with ranged defense than melee, so I've always needed 2 or 3 sets of ToDs to bring melee up to cap. CD:defensive, CT:maneuvers, cloaking device (which if memory servers does not suppress out of hide, unlike widow's mask presence), weave, CJing, steadfast prot unique and 3 sets of ToD put my bane at cap for melee and ranged and about 36% AoE. Run tough and the two passive armors and you can get to around 40% S/L resists as well.
What's ever more interesting though is with tough and the pvp +3% resist IO you can actually cap S/L resists on a widow (which is 85%). The downside to this is you have to be at 2 or 3% health for this to happen, at which point a gnat could fart in your direction and you'd die. -
Quote:Foresight also adds 17.3% defense debuff resistance, and if you 6 slot it you can raise that to 41% with just foresight alone. With slotted Elude you can easily run 70%+ defense debuff resistance and be largely untouchable for the 3 minutes that elude is running.
Elude. Definitely skippable, but keep in mind that it is the one source of Defense debuff resistance VEATs get, and it gives lots of +Movement as well as +Recovery. Large spawns of Kheldian PPD will make you long for this power as they disassemble most VEATs with relative ease with tons of ranged -Defense. But yes, it's very skippable.
Seems most folks take Ghost widow over any other patron, but Black Scorpion is IMO just as viable: shatter armor does significantly more damage than gloom + it's a resistance debuff. Followup + lunge + followup + shatter armor + placate + slash is a massive combo. When I innitially chose GW as my patron, the darkest night anchor would die so fast (even solo) that it just became a chore for me to employ. I never saw a survival benefit from using it myself, just a large endurance drain. I guess that is what makes VEATs so nice is that there are a lot of different approaches you can use to make them perform well. -
So what would they replace hide with and not overpower the set for scrappers? It is in its current form probably the best all around stalker defensive set, mainly because it was designed specifically for them in mind and not a hand down from other ATs. What should replace hide if it ever gets ported?
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I hear ya, I have my "main" toon pretty much IOed to the gills but am always wondering what I can do better. I'm beginning to realize that I am probably at the point where I will be most happy with it outside of the reality that the devs will one day create more IO sets and then I'll be messing with mid builds again to see what I can improve.
And I'll agree with ya that the mu pet is killer, I think it's the only epic pet that heals and only doms get it. I think the bottom line here is you are happy with your build and it works for your play style. If you can get your recharge up and perma the mu pet then I would still consider dropping medicine pool. You could plug in stealth and an invis power for lotg + recharges or something in its place. There's a ton of things that can be done different, but as stated before you seem happy with your build and really that's all that matters. -
That build can be more efficient IMO but based on your specifications there really isn't much I can suggest and still be within your guildlines. Just the idea that you are striving for permadom tells me you should drop both powers from the medicine pool and maybe re-think your epic power pool selection: on my 50 plant/thorn I am not even close to permadom but have never needed heals outside of green insps. If you are truly hung up on having another source of healing plant gets a very nice power that boosts regen (spirit tree), you could probably easily reach 30+ hp/sec regen this way if you build for this which goes a long way.
I'd also dump the mu epic pools, again here it seems you focus is on healing (you picked it for the mu pet which has a single target heal), plus you took power sink which I don't think is necessary on a permadom. Also do you think you'll have a use for surge of power? It has a endurance and recovery crash associated with it. If you want better pick IMO I'd grab black scorpion for his shield and then slot in some kinetic crashes in skewer and grab the +3 def unique, this should put you at about 28% S/L defense which would be very nice for upping your survivability. Couple this with your controls (and the fact you are permadom) and you should easily be able to steamroll general content.
Your build isn't bad, it is just that you have your sights on things that are not really necessary on a dom, esp a plant dom that has very strong controls and a source of healing. Just my 2 cents. -
Quote:I think Jibikao hit the nail on the head here. NW claws are basically the "broadsword" version of stalker claws: harder hitting with longer recharges and at an increased end cost. And with double assault + double stacked follow up (which can be maintained indefinitely as long as there are sufficient targets around) you can have a constant +90% damage buff. Along with this build for + damage and place a guassian +BU proc in follow up and you can see +200% damage on occasion if you monitor it. This is solo mind you with no outside buffs... Widow DPS can indeed be sick.In terms of raw damage, I think both NW and Claw/SR are pretty comparable. The problem with NW is low health (you can try to get 20% +health) and higher endurance cost. In a long fight against AV, my problem is usually running out of END towards the end. If the boss uses psi damage, then my chance of winning is a lot higher.
My NW carries both Assault leaderships and uses Follow Up. Her dps is very sick as far as I can tell.
As he mentions their shortcoming is low health: both HEATs and VEATs have a hit point range of 1070.9 - 2409.5 at level 50... so they have a corruptor's base hit points and a scrapper's max hit points. Why their hit points are so low and with such large range is beyond me. Only brutes and tankers have a larger hit point range, but both of those ATs can have secondaries with either passive hit point buffs (high pain tolerance for example) or click buffs (earth's embrace, dull pain, overload etc) which makes it easier to get close to thier cap. A night widow will never come close to their max without an external hp buff (which only one exists that I know of, that one from the cold domination pool). If you can squeeze out 1600 hit points on an epic AT you're doing great IMO.
The only real advantage SR has over NW's defenses is SR has massive defense debuff resistance, where with a widow you have one source in foresight (17.3%) and the other is in elude (34.6%). -
I love elude, but looking at other widows it seems I'm the only one heh. I'll prob just keep it (even though vengeance would be great to have as well, esp on SFs).
Man sometimes I hate having a freespec available... -
Softcapping for all positionals would prob be near impossible, but you could softcap to smash/lethal which would go a loooong ways: it would help you avoid a good number of both melee and ranged attacks. It would involve a lot and would be expensive though. This is what I came up with but I'm sure someone else could do better. It's just a guideline to show you what you can use, you would of course have to swap something out and plug in the fitness pool but you would only have to make up for 1.3 defense to remain capped (so one extra ToD set would accomplish this):
Code:That's just for capping S/L, didn't include any other attacks etc. With stealth and hide supressed you are sitting at 46.3 S/L defense. It took me about 5 minutes to come up with this, with some careful planning you could probably incorporate something similar into a killer build.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1061;510;1020;HEX;| |78DAA5924D6FD3401086C771D234891DC74D9B4425442D17CAC5129CF83870A045A| |A9448690302B5A59609DB6485E544B655D11B6728883FC08DCFBF003FCECCECAC1B| |459C102BF979EDD9776667AC1DBCD9B500DE3E04C37E140649E28FD2207C2DE2D22| |098C8319401A0A743FE408442787BA118A7B11C072107BAF9F6AE38135122BC4331| |1191888354CE22773F9A8A5844A997BFD8C3D92CF41ECBC93495D1C4515F7D11BC1| |271329573577DEF47E732912F6528D30B2B77CCD1DEDB9BCBB1971FD817E73248A7| |41E40F822415F14507BBBD85CFBB0AE895993044B9018503964325C59192270B5F0| |17A28B7A1C8B2C2F21E0D862E6470A1152EB4CA8556B9D025FA4CF68199E1820F18| |29E9CC12675639B3CA9916671AF887CBEC2B958F506E42F75849EF84E505CBA9922| |D5F898B2915831BAF70AB9B2C5D968F787C4D97AD7D2950A8F155C9FA3725ADEF2C| |3F94747E2A31B1ACCD650DBB8D2FD7A171C7A41D1B771CFDA71C3E626B493EE181A| |E9ED7E579D778DE359E779DE72D62A1A6EEBCC9A99DA5015A68D8D0860D0E6D2F49| |1B0D6DFDAFDB3B2A94FDF3EA16FFBA2116B75BE776EBDC6E7FE103750C0C8B57570| |20C15B9B6F0FCD7FA65E5752A0755E488F094F08CF09C704438269C104E093E21FB| |7D95EDDCA586EE11EE131E102EC954A62B512358049B5027388406A149681136099| |F09D91F9B2B0019| |-------------------------------------------------------------------|
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I currently have elude on my widow and it is a wonderful power. Folks tend to think it is unnecessary on softcapped builds but its advantages are undeniable: massive recovery, big defense buffer and one of only two sources of defense debuff resistances widows get. In short you can waltz into literally any situation, pop elude and just mindlessly kill for 3 minutes. Also thematically it works... it's ELUDE for Pete's sake! Lol.
The problem is though that I rarely need it. I usually farm maps on +8/+2 and outside of the few times there have been multiple groups intermingling that possess defense debuffs (mainly malta or arachnos) elude doesn't get much use. If I replace it then I'll probably go with TT:vengeance as it can accept the lotg + rech that is currently sitting in elude's slot. Plus I could log on my son's account and have one of his toons tag along with me as a sacrificial vengeance lamb =D.
I like having it because it allows me to at any moment deal with any situation that arises, yet it goes unused 99% of the time. I was just curious on other widow's outlook on elude and why/why not take it? Thanks guys. -
Been a while since I've played my bane but if I remember correctly they only get crits with the mace melee attacks (bash, pulverize, shatter and crowd control). All single target mace attacks have a 100% crit rate from hide, CC has a 50% because it's a melee AE. And sadly shatter armor from the mace patron pool does not crit from hide =(
I can see the confusion as stalkers can crit from hide with impale, focus etc and even have their patron ranged attacks flagged for crits.