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The first post made me think the character was doing the choke/vomit animation that poison trap makes enemies do.
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Quote:On top of that, defense helps regen by giving you more time to let the regen get you back up to full. If you have no defense, you'lll be taking a constant stream of damage, but with defense, you will get hit, go a while with no hits, then hit and so on and so forth. Those times with no hits allows your regen to get used to its full advantage, since defense and resistance get better the higher percent of damage, but regen is based on your hp per second. Defense gives more seconds.Defense also boosts regen, just indirectly, and you can get a helluva lot more of it than regen.
Because I like to illustrate with math, here's some random numbers:
At 0% defense, you're getting hit with 50 DPS (100 DPS with a 50% chance to miss). Your regen with RttC is something like 60 HPS, so your net regen is 10 HPS.
At 25% defense, you're getting hit with 25 DPS (100 DPS with a 75% chance to miss). Same regen with RttC, but your net is now 35 HPS. Stack regen set bonuses all you want, you just can't increase it by those numbers. And because you're taking less damage, you can fight more enemies at once, which increases RttC even more (well, up to 10 at least) and makes you that much more awesome.
That said, after you've got a reasonable amount of defense (around 25% is where you really start noticing a difference in survivability), throwing in a few +HP and +regen bonuses certainly do contribute.
Pulling together sets of Kinetic Combat is time-consuming, but not terribly difficult these days due to a-merits. And it's so very worth it. -
Quote:WP seems to be fine against E/N/F/C. HS takes care of that rather well, on top of the regeneration.WP has an E/N/F/C hole, no drain protection, less S/L res, and less HP than Stone and Invuln. I rank WP pretty high on my survivability list(second to invuln), but it's not better than Stone and Invuln, simply because psy damage isn't as common as S/L/N/E/F/C are(Ok more common than F/C).
Shield is weak against high to-hit enemies, no drain resists, when it gets hit it gets hit hard, and it has no self heal/regen power. Liberal use of inspirations can be applied to Stone and Invuln as well. -
Quote:Well of course the main damage type of almost every group in the game isn't going to be smashing/lethal. Arachnos has bane maces, widow claws, tarantula claws, guns, darts, etc etc. Carnies have their hammers, knives, super strength, etc etc. So obviously those daily farms on arachnoids and Mother Mayhem are just too hard for pathetic little invuln to handle. And really, caves are soooo much easier than warehouses to fight in, I mean you just have such a clear view of everyone and everything and can maneuver perfectly.I skimmed thru the video you were mostly fighting the drones, they already do piddly damage. Try this against say arachnos or carnies and then we will talk. Rikti are hardly an end game challege. Essentially the main damage type needs to be high hard hitting energy/n.energy/cold/fire damage or even all psi. Rikti are lethal energy and weak energy if you look at the drones. Also pick a map thats not a cave.
And I guess rikti aren't end game content afterall, are they? Sorry, I guess I must have read it wrong when it told me that LGTF was an incarnate tf, and clearly their high psi and energy damage that lets /Elecs farm them is non existant.
Quote:Grudge isnt the word I would use. I was furious when the set was butchered, ready to rage quit CoH. My name sake was Ma/invul so I stopped playing him for 2 reasons one was how much all the other primaries were better than MA and then the invul changes. As time progress MA got better but not to the point where I will pull my name sake out of retirement.
Quote:Small Edit: For me now its the about having a smooth ride to 50. I pretty much only play sets for that. There is one exception I have lowbie shield scrapper. Normally because the set is rougher to level I would have just got a friend to PL him up by doing a level pact but I need the hero merits to buy the +defense pvp IO. So that pretty much solo play mostly from 1-50 unless its a tf.
"...Normally, because THE SET REQUIRES SOME EFFORT TO PLAY WELL, I would have just got a friend to PL him up..."
Those don't contradict at all, now do they? Especially since those hero merits you claim to need are obviously not available to any of your higher characters, like your MA/Inv.
Quote:What I want to know is why a character using only SOs should be expected to solo missions at x8 anyway...And I didn't have to solo missions at x8 to get to 50, either.
Quote:I remember exchanges like this from YEARS ago, and even after all this time he still surpasses mortal levels of wrong. He's systematically wrong, intensely wrong, GLORIOUSLY wrong, and he yet he still denies every pebble from our great mountain of evidence. It's stunning and bizarre and, in a way, beautiful.
EvilRyu, it's nice that you can visit Earth every now and then. Just please, please remember that the way things work in your wondrous world are never ever the way things work on this planet.
/endsarcasm
EvilRyu, please, please, PLEASE show us your amazing skills and farm some x8 carnies/arachnos/malta with your perfect scrapper. I will pay you 1 billion inf if you show a video of a non invuln scrapper soloing a mish x8 carnies, then a mish of x8 arachnos, and a mish of x8 malta with only SOs, no alpha, no insps, no deaths, and no temps, without having to touch the rest power or waiting more than 5 seconds to move on to find the next group. The video must include you clicking on your enhancements and scrolling through all powers to prove no IOs at all, and monitor all def types/positions. And just for sh!ts and giggles, no
caves.
So as it was said earlier, your move. -
Quote:Amen!
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Quote:That actually helps the point I was going to make. That build (if it's even that; that short selection of powers) will only gain .4 end per second with stamina 3 slotted on SOs. And it would not much of any offensive potential if it were to maintain that defense.I didn't believe it either but you can
Here is a quick build, not really done it just as softcap defense with only SO
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Quote:So if you aren't soloing x8 with only SOs, then the ride to 50 isn't smooth? I'd like to see what characters you play.SR can Softcap without SO
Also for melee characters that determines whether I can say the set is playbable or not. If the ride isnt smooth from 1-50, the set does not get played.
And show me a SR build with NO inventions pre level 40 at the softcap solo. For that matter, show me any set on a scrapper that can solo x8 on SOs pre 40.
Invuln troll, go away. -
Quote:2 things.If you can show me pics and videos of invul scrappers surviving end game stuff thats non-smashing lethal attacks set for 8 people while using just SO's without unstoppable going then and only then I will admit I am wrong.
1. Show me pics and vids of ANY scrapper set to x8 solo taking damage to anything but its main type, on only SOs, and I'll consider this a valid arguement to /inv being a subpar set.
2. Playability is not defined as a character with a secondary of damage mitigation being able to survive off of a non specialized damage type mob set for an 8 person team coming at them. -
Quote:/EA seems to not be hated as much on stalkers as it is on brutes for some reason. Anyway, if you are talking about a non IO'd build, /EA will perform about as good as any other non IO'd set.I should have said I'm looking for something that doesn't REQUIRE IO's for survivability. I'm pretty sure with the right sets, just about any stalker should do about as well as any other. I've been looking at Ninja Blade as primary for thematic reasons, but was also looking at Dark as well for its well-rounded utility. Plus, I seem to remember a long time ago that it was one of the better sets.
I was wondering about the defensive sets in terms of effectiveness. I'm guessing in spite of its overall larger numbers, Reflexes is still not chosen as often as Ninjutsu because of the latters utilities and built-in heal. It seems that both would benefit somewhat from Ninja Blade's +def power. I've heard nothing particularly good about Energy Aura.
I was also wondering about the other sets in terms of survivability since they lack the concentrated defenses of the above three.
However, I would say /nin for the large amount of utility in caltrops, the heal, and blinding powder.
For a primary that "sticks around" you don't want a lot of agro, so DM, nin, or kin. The auto BU on kin makes me want to try a kin/nin. And because saying kin nin out loud is fun haha. -
Quote:I compared it on mids a while back, and although the % numbers are much larger for defnders, their lower health means the hp/sec is about the same. Keep in mind though, my comparison was with my mids IO'd regen scrapper who was at the scrap cap (haha I rhymed) for hp, and the defender was not running auras, because I found better power picks once AB is factored in. With RA going, they may pass up the scrappers a bit, but with that much defense, plus tough and epic shield res, the regen is a last resort. And honestly, I still say go 2 sonics, I just am a bit fed up with arguing on the forums so I compromised a still viable option hahaStacked Sonic Blasts are pretty amazing. I'd hate to give up the other 40-60% -res.
With Envenomed Dagger[s] AV's shouldn't be much of a problem.
Oh, and as far as
The regen level is much higher than that. regens get up to, what, about 1500% during Instant Healing? Paired Empathy gets to at least 2000% once Adrenaline Boost kicks in. -
They also save you a slot for putting in a 3% IO. And if you're rich, a spot for both IOs.
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As mentioned, emp/son, fire/kin-rad, VEATs, and defender/scrapper all do very well.
My #1 vote would go to emp/son of course, as I love mine to death. Though a pair of fire/rad trollers would do very good as well, I know my single fire/rad has multiple builds for either mass AoE carnage, or AV/GM soloing, and I'm sure 2 of them would be amazing. VEATs are also very good when paired together, though the endurance will need some IO coverage.
Though I have a new combo in mind I want to try, a fire/cold controller and a dm/elec scrapper. Get the troller to def cap the scrapper, give them both some good recharge bonuses, and watch the chaos. -
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You know what? Make one of them sonic and one of them ice, I'm sure that will give just as good results.
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I recall it being without bosses. The xp/time on them is a lot less than LTs I thought.
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IMHO, emp is far superior to pain in ally buffing (self damage buffing being it's only upside). Fortitude and auras seem better than the debuff and AoE debuff in pain, can't think of the names right now. And AB's recharge makes it far better than PB's +damage in my opinion, because two people can stack AB perma on each other with just SOs, but pain can't because it doesn't boost recharge.
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As good a set as ice is, I would say sonic has it beat. The -res coming from two sources makes enemies melt away. And in all honesty, the AoE is not that big of a factor when AB/hasten has howl come up in 3 seconds, and the constant ~80% damage buff. Really, I think sonic might have ice beat on AoE due to howl coming up faster.
It alsoo helps in the late game with //dark mastery, as screech stacks nicely with oppressive gloom, and bosses are easily taken out of the fight.
And yes, duoing AVs is very easy to do. Sitting at capped defense and scrapper levels of regen, they can't put a dent in the duo. -
Quote:You forgot to mention perma hasten and perma sould drain (should you choose to go //dark, which you should). And capped defense with weave/cj/maneuvers. I say go for it, it's the best combo I've played.I was looking at some different defender combos for me and a friend to duo and some of the strongest ones to mix.
emp: perma mez proterction, perma AB, perma fortitude, perma RAs though recovery aura may be redundant with perma AB, unlimted heals, abiltity to overcome nuke crashes.
Sonic: crazy res debuffs.
Seems like this combo could do some amazing things. Anyone think any other defender duo would be better performance wise? -
Quote:Very well said. I know Local Man will be around eventually with the exact numbers on CC, but trust me, it is effective, and you want the lockdown proc and ED capped end/hold on it (don't use acc frankenslotting, it is useless).1. CC is a mag 2 w/a chance for another mag 1. The mag 2 is a 50% chance to fire per pulse, can't remember for the mag 1. It's plenty effective, esp IOed & hold procs. CC + HF is one of the premier F/Rad combos, though you can do ranged only builds just fine too.
2. Any controller w/30-ish range def is going to be in very good shape. If you specifically want to floor AV/GM to hits w/RI on them, you'll need approx 38% def, since they resist debuffs at a high rate.
3. Can't really compare w/Fire/Kin for mass killing speed, but for single kills (AV soloing, etc), F/Rad does just fine. My record for soloing a pylon w/my Fire/Rad/Ice was 4:10.
4. The way you solo AV/GMs w/Fire is to keep the aggro off the imps, which is to say generate some good ST damage before you send them in. That's where you need the ~38% def to keep the AVs from hitting you too often. You'll also need enough recovery to have a basically infinite ST attack chain going while RI + EF are up, along w/occasional heals and LR.
Soloing AVs on a fire/rad is a cake walk if you go for ranged defense, mine did the whole (old and revamped) Maria Jenkins arc no problem, and I ditched the hero that helps in the new mishes. As far as large group defeats, it won't be as fast as fire/kin, but it will be safer with RI and EF going.
And if you plan on soloing GMs (AVs still important, but especially GMs) make sure that Lingering Radiation is perma and has good acc slotting, it lowers the required dps to take them down. AVs for the most part can be donw without it, but it is much faster and less stressful if you use it. And I think GMs regen fast enough to make it manditory to solo them. -
If it helps, once you get to 50 and get the alpha slot, you could just get 45% end reduction on all powers and not "slot" end reduction into any of them. Not like a brute gets much out of musculature anyway, and nerve is (from what I've heard) mainly used for the defense boost, which doesn't help wp much.
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I find muscular radial paragon will work great for a few of my radiation characters. It will boost AM's endurance and run speed, RI's def and tohit debuffs, and obviously damage, on a few lower damage toons that need it, but for some it's just extra awesomeness.
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Even so, it's meant for 6-8 people and he did it with 1 and a half.
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Heh, I noticed the protector tfs channel in the top. Yeah, I know how some of their LGTF runs go, and I agree it can feel like one or two people doe everything and don't inform the team of the leader and their friend's strategy for it all. And it doesn't help that the master run makes everyone who doesn't know the plan afraid to go against whatever the plan might be, making them feel useless. Anyway, gratz on the ITF, I wanna try it solo on my fire/rad sometime soon. Duo'd it a while back with a db/fire brute.