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Posts
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I thought my dark/dark controller was solid until we started Praetorian arcs in Peregrine. Nothing stuns, nothing fears, and the tohit debuff seems worthless.
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My stab at it
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Encode: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Field Mastery
Hero Profile:
Level 1: Battle Drones -- CotMastermind-Acc/Dmg(A), CotMastermind-Dmg/EndRdx(3), CotMastermind-Acc/Dmg/Rchg(3), CotMastermind-Dmg/EndRdx/Rchg(5), CotMastermind-Acc/Dmg/EndRdx/Rchg(5), CotMastermind-Rchg/PetAoEDef(7)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
Level 4: Fly -- Zephyr-Travel(A), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(43)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(9), Stpfy-Acc/EndRdx(9), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
Level 10: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(11), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(19), Krma-ResKB(45)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Dmg(15), EdctM'r-PetDef(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 18: Repair -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(43)
Level 20: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(23)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(31)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(50)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Dmg(29), SvgnRt-PetResDam(31)
Level 28: Personal Force Field -- HO:Membr(A)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(37)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam(36), ImpArm-ResPsi(45)
Level 38: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx(43)
Level 41: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(45)
Level 44: Group Fly -- EndRdx-I(A)
Level 47: Force of Nature -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam(48), RctvArm-ResDam/Rchg(48)
Level 49: Force Bubble -- EndRdx-I(A), EndRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(17)
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Chill of the Night has an amazing amount of -tohit. Because the AI was changed, Dark Servant usually runs into the nears spawn, dropping the tohit of anything less than EB. Stacked -tohit will make some modest debuffs to EBs and AVs.
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I think the Green Machine Answered this a long time ago: Empathy/sonic defenders with stacking -resist, stacking fortitudes, Adrenalin Boost all-around, the auras, it's hard to beat.
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Fluffy needs a -tohit set. The chill of the night in itself is reason enough.
I cannot fathom omitting Soul Absorption. It's a team buff as well as the debuff.
Possess is a power that is essential to level with. At higher levels, the real bonus is if an electric control, mind, or plant user stacks confuse on a hard target.
Truly, you cannot cycle all the dark/dark powers equally in every fight. I really like the combo and take as many powers as I can, except black hole of course. -
Quote:Hurricane was fine until PvP concerns prompted the developers to nerf the frequency of the kb/repel pulses. Stalkers had NO way to take down an experienced stormer. There was talk of jousting, but my stormer was never 'jousted' in a PvP zone prior to the nerf.I used to think Hurricane was hot. Early, when my friends and I first fought against the Clockwork King, I held him in a corner and the KB proc'd so often he wasn't able to get up. Teammates pounded on him until endurance ran out, rested, then came back and pounded on him more.
Now, people yell at me because of the KB. ._.
Also, I have to agree with Granite Armor being tough. I can't play my beloved tank unless I'm with a Kin who can give me boosts.
On the other hand, tornado is much tamer than it used to be. It has a tether that prevents the pet from aggroing every Circle of Thorns on an outdoor map. Tornado is definitely the MoG spawn killer even now. -
Here is my stab at a compromise build. I included some set IOs just for the split def/end not to max out set bonuses. I think they should be cheaper ones as well.
The big powers switch I did was dispersion bubble for repulsion field. I think you might want a fire shield, too, but personal force field lets you patch up, so, eh.
Good luck.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Aphrodite: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Heat Mastery
Hero Profile:
Level 1: Summon Demonlings -- EdctM'r-Acc/Dmg(A), EdctM'r-Dmg/EndRdx(3), EdctM'r-Acc/EndRdx(3), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Dmg(5), EdctM'r-PetDef(7)
Level 1: Force Bolt -- Acc-I(A), Acc-I(36), RechRdx-I(36)
Level 2: Deflection Shield -- DefBuff-I(A), DefBuff-I(7), Ksmt-Def/EndRdx(9)
Level 4: Insulation Shield -- DefBuff-I(A), DefBuff-I(9), Ksmt-Def/EndRdx(11)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Corruption -- Acc-I(A), EndRdx-I(11), Dmg-I(23), Dmg-I(34)
Level 10: Fly -- EndRdx-I(A)
Level 12: Summon Demons -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(13), SCotMastermind-Acc/Dmg/Rchg(13), SCotMastermind-Dmg/EndRdx/Rchg(15), SCotMastermind-Acc/Dmg/EndRdx/Rchg(15), SCotMastermind-Rchg/PetAoEDef(39)
Level 14: Lash -- Acc-I(A), Dmg-I(37), Dmg-I(37), EndRdx-I(39)
Level 16: Personal Force Field -- DefBuff-I(A)
Level 18: Hell on Earth -- Acc-I(A), Acc-I(19), Dmg-I(19), Dmg-I(21), RechRdx-I(21), RechRdx-I(34)
Level 20: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(43), Ksmt-Def/EndRdx(43)
Level 22: Aid Other -- RechRdx-I(A), Heal-I(37), Heal-I(40), EndRdx-I(40)
Level 24: Aid Self -- RechRdx-I(A), RechRdx-I(25), Heal-I(25), Heal-I(31)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), EndRdx-I(29), ImpSwft-Dam%(31)
Level 28: Crack Whip -- Acc-I(A), Acc-I(33), Dmg-I(34), Dmg-I(40), EndRdx-I(43), Dmg-I(46)
Level 30: Maneuvers -- EndRdx-I(A), EndRdx-I(31), DefBuff-I(33), DefBuff-I(33)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39)
Level 41: Tactics -- EndRdx-I(A), EndRdx-I(42), ToHit-I(42), ToHit-I(42), AdjTgt-ToHit/EndRdx(46)
Level 44: Bonfire -- Dmg-I(A), Dmg-I(45), EndRdx-I(45), RechRdx-I(45), Dmg-I(46)
Level 47: Fire Ball -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), EndRdx-I(50), RechRdx-I(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Heal-I(A), Heal-I(23)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- EndMod-I(A), EndMod-I(17), P'Shift-End%(17)
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I have kicking around in my head a concept for Earth/dark affinity. Any experienced users have comments on the proposed combo?
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I am afraid the current slotting will cause your tier 2 and demon prince to bottom out in end. The endurance cost of the heal and resist are expensive in tier two. There are many abilities of the demon prince that pet damage endurance cost reduction will not modify the endurance costs.
You probably will want to slot for more recharge through IO sets to increase the amounts of far sight and chronoshift. -
Also note: because of the +recharge, teammates weigh much much more in importance in receiving temporal selection.
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I didn't see this mentioned, but if you are not getting a volley off on a team before they are all dead, perhaps - the difficulty should be increased
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It was discussed a long time ago about the protector bot's heal AI, but I don't have a link to an old thread. It works that way (waits for bigger heal) on the ember demon's single target heal, but since he spams the PbAoE heal more often it's definitely worth slotting heal on that pet.
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I think the +def and -def/-tohit in forcefields would be a fit. I agree. I would not be so big on a big -resistance in a forcefields power.
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I honestly don't see too much to fight about IF they were to put -defense and/or -resistance in a power that knocks a character down, say like... earthquake or liquefy. I also think a little -tohit in Force Bubble would make sense logically if you are being pushed then your targeting would be suspect.
Alternate animations in attacks have been implemented. If a player wanted his bubbler to throw a repulsion bomb aka grenade, I don't see anything wrong with that either.
What if the developers put some -defense in repulsion field. More Bubblers could opt to take it if desired. (I am thinking a power mimicking the effects of hurricane) -
I read about SO only builds. The value of level 30 generic IOs is pretty good until you want to max out a fifty.
As stated it's all about the recharge. Acid mortar, poison gas trap, seeker drones - the only decision is where to place them, not usually when.
Personally, I don't like how you slotted protector bots. First, slotting healing means they heal bigger numbers, but part of the AI is they will WAIT to heal bigger numbers which also means your other minions can be knocked out by burst damage. Your protector bots will do a big chunk of damage. I cannot imagine having less than 60% damage enhancement in there. More damage means killing faster and less incoming shots to defend. After level 32, you will also want some endurance reduction in the protector bots. This reason explains some of the level 30ish IO frankenslotting that goes on with acc/dmg/end and acc/dmg in low level mastermind pets.
I also suggest taking leadership. For the most part the primary buffs of assault, tactics, maneuvers are lackluster. The +perception and confuse protection are very worthwhile. -
I want a miner's hat with a light on it. Hal Jordan had his lantern... Maybe if I could fight from the flying carpet
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@Tenzhin no Croatoa is ok.
Particularly indoor missions in DA and also the Indoor Praetorian Resistance missions are very bad, too.
Sewer missions are fine. -
game itself is dark, don't know why. I played with gamma, and it makes things green/gray. I still have contrast/dark trouble.
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I like the new content in Dark Astoris, but it's so dark it's unplayable for me. We have buff pets, difficulty sliders, temp powers. May I suggest temporary pets that enable greater perception/vision, carrying torches, flashlights, etc. I can craft powers in the base to boost end usage, defense, damage. As a smart hero I would never go in a deep dank cave or abandoned building without a flashlight so some monster can jump up from the floor and eat me and my teammates.
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I like power buildup for my radiation emission defenders. Power buildup lingering radiation, accelerated metabolism, and EM Pulse aren't shabby.
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For me a simple way to make defenders more unique would be to simply increase the secondary effects % for the blasts. This would lead to more debuffs and add to the overall team's effectiveness.
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Earthquake knock down, freezing rain knockdown, endless fun. Stone cages, hurricane - nothing can tough you.
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A lot has been said about particular primaries. There are particular combos that are outstanding, more than the sum of their parts.
Bots/time
Bots/dark
Bots/FF
Bots/Traps are obvious
Thugs/Traps
Thugs/Dark
Thugs/FF shine
Demons/Time
Demons/Thermal
Demons/Dark are also obvious groupings
I won't say about Beasts because I haven't played enough combos yet, but I do like my Beasts/Thermal so far
Unexpected pairings
Necro/Dark - this pairing played/enhanced well is a wrecking ball. It's built for destruction. The tohit debuffs with the twilight grasp heals keep the demons chugging along on a tar patch that just makes them more deadly
Necro/Storm - this mastermind pairing seems oxymoronic. Expert use of hurricane to debuff, and if need be, knock back/down spawns again keeps the necros cruising along. Freezing Rain is a key component.
Necro/Thermal - Thermal shields, forge for +damage +tohit and a big AoE heal. Yes, please, and thank you. The big debuffs of thermal come later, but this experience is a big crescendo.
Thugs/Poison - If there were ever a set for poison, it is thugs. The poison set has been recently revamped to include some splash in envenom and weaken. The crowning achievement is Noxious Gas on an Aggressive Bruiser. A high recharge build will keep your team galloping to success. The high recharge is for gang war as much as noxious gas. It's a rock solid combo.
Bots/Storm - For PvE, I do not have a stronger mastermind. My mastermind uses combat tp with a stealth proc along with steamy mist. He drops in next to a spawn and whacks them with gale - no immediate alpha reply to a gale aggro. Before the spawn gets its feet, hurricane pushes to a corner or wall, after which the freezing rain drops. With practice you can coordinate the knockback of the robots pulse rifles to accompany your gale and cane. Move, debuff, rain, Bots blast, you win -
Quote:I don't recall posting previously that the devs had a bad time handling the announcing previously about new content. I do think more people are subscribed through facebook than monitor the tabloid posts in City Life. I rarely use "always" or "never" to describe the actions of most generally the majority of postersSince the Devs, as you imply, have always had a relatively bad time handling the official annoucement of various upcoming content releases it's probably safer to be aware of as many different "annoucement vectors" as possible and take -all- of them with a healthy grain of salt until they all start matching up. As far as Rednames are concerned I don't think you can assume that anything on facebook is any more or less "credible" than the forums. *shrugs*
I do not imply. I sincerely state that the current community team does as good a job of appeasing the masses as well as any in the past. I stated this time, this situation was different. I don't think anyone in City of Heroes is incompetent. I expressed my dissatisfaction of the nature and timing of the discussion preliminary to the release date during the short time span of April 3, to April 10
I also am aware that posts by our community rep Zwilinger probably go through more thorough monitoring than say, oh, MY posts, and I do expect it's a voice of a community of developers not one person who I am here supposedly trying to stone.