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Posts
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Quote:I'd like to see your buildHover gun crab, perma-hasten, perma-pets, leadership stack, musculature alpha. My crab's the one that took down a pylon in 30 seconds. My crab has easily become my go-to character since I've built him to be very effective even when exemplaring.
I didn't slot for soft cap because crab has so much survivability in resistance, serum, pets, and high offense that it just seemed excessive. You can always pop a purple for added def but there are no insps for recharge. Hit fast and hit hard.
Everyone will build their crab differently, but this is what works for me... and exceptionally well. -
So I been playing a few other ATs, but finally came back to my SoA.
I looked over my build and think I've made a nice effective build. It does make a fair use of enhancement boosters, but I'm alright with that since it allows me to get more out of the build.
It is softcapped to R/AoE with only 44.4% to Melee. I think it would take a lot of boosters to get the last 0.6%, but I figured it would possible to just have a more efficient build. The resistances look really nice too.
Single Shot and Burst work pretty good for ST and there are the 4 AOEs to make a nice rotation.
2 of the pets are perma, but Call Reinforcements needs another 7 seconds, but wasn't sure where to find the recharge for it. The same problem with hasten needing to lose 9 more seconds.
For the alpha slot I managed to use Cardiac over Agility, which saves a ton of endurance costs.
Any help to find that last bit of recharge would be great, especially if I can get softcapped to the 3 positionals.
Thanks
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Quote:Not really worried about the costBeen messing around with the build, but then it just dawned on me. Just asking can you afford this build ? With about 3 of the IOs you have slotted its at about 6 billion.
My second thought is the recharge you have going what is the need for it ? I don't think you need all that recharge.
Your pets should be slotted. Hell on earth I am thinking should be 4 slotted with all the pet unique IOs. At least the resistance.
Unfortunately Mids does not show the pet buff numbers your getting. But after looking at the resistance numbers adding in the pet bonuses your over the smash and lethal resistance cap so I think you can lower those numbers by 10% and free up a slot or two.
Here is a link of the numbers I worked up:http://boards.cityofheroes.com/showp...93&postcount=5
Roughly if you start looking Energy and Negative will be your issues along with the pets since your pets get no buffs and neither do you for those 2 damage types but just about everything else is 50 or above. Of course slotting those resistance IOs for the pets will put them in about the same ball park as you resistance wise for Energy and Negative.
I think Challenge is over kill with Provoke.
I would maybe consider getting higher range defense since most fights start off at range. I believe Range defense also increases your energy defense. So now your only issue will be Negative energy.
I would consider maybe If you could get oppressive gloom to tie up the minions. Of course the Dark Mastery resistance shield also have negative resistance buff which will help out as well.
And I would consider Cardiac for Alpha.
Of course if you cannot afford the billions the numbers will change.
I have 2 of the 4 in Hell on Earth. The smart thing would be to move the 3rd on from Demonlings to it and complete the blood mandate set for the extra ranged defense. I didn't think about that. The 4th one is in Demon Prince with the whole set for melee defense.
On my build the pets get +23% resist(all but psi) from Sonic Siphon/Barrier and then everyone gets +14% more from Sonic Dispersion. Which combined with the special IOs will give the pets +57% vs everything but psionic. The Lt. Demons also provide a resistance buff but its to S/L, Fire, Cold, and Toxic.
On the defense side, 2 special IOs + Maneuvers will give them +14% defense to everything. That isn't a ton, but there aren't any other ways to buff it that I know of.
For personal defenses, my last build has 41.1% AoE, 36.1% Ranged, 26.1% Melee. The slot shift from somewhere to hell on earth would grant an additional 3.75% ranged. I just have to find the slot.
I prefer the Leviathan Pool over Dark, because it gives me those 2 very nice AoE attacks. I figure having 3 lovely AoE attacks that can almost cycle will be a great way to keep mobs nice and angry at me.
I'm not sure I can quite get everything I want out of the Demons/Sonic. I have been considering a Thugs/Storm for all the burnout offensive fun that could be.
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I wasn't too sure about Liquefy, due to its rather long cooldown, but I could drop vengeance(and lose a LoTG) to pick it up, but there isn't a lot of slot room.
The goal was to try and soft cap defenses and plenty of res, but that doesn't look possible, at least not while keeping the ability to attack, which is why I like the twin AoEs from Mako. Gives the feeling I'm actually participating -
So I decided to venture into the world of Masterminds.
I know that Demon/Sonic is not a popular choice, but it seems like the buffs to resistance would just be amazing. Not to mention the LTs that provide a resistance bonus as well. Seems like a pretty win/win situation.
I was trying to soft cap defenses, but couldn't seem to make it work. I was also trying to keep the recharge down.
I also enjoy the idea of using Leviathan Mastery's twin AoEs as a means of being able to attack instead of just watching the show.
Any help on becoming more defensive, or just overall better would be appreciated. I was also considering some other combinations(Namely Thugs/Storm, but that one felt like pure offensive with poor defense).
Thanks in advance
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Quote:Good catch, but it is a simple fix changing them to Cytoskeleton Exposures only drops it by 0.2% defense.You may want to check: I think I saw something for the next issue about a fix for the Hami-O exploit, where Enzymes will no longer enhance Defense. Lots of people have been using that exploit for a long time, but I think I recall seeing that it is finally being fixed.
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Quote:First off, thanks.Oops! Try this:
A few things to note with this build: The numi proc is in radiant aura rather than the stadard health. You need to click radiant aura for it to fire, then you will keep the bonus for 2 minutes before it goes away. In practice this is less of a hassle than it sounds since you will be healing intermittently during combat anyway.
Note that with this build your KB prot. is in the set bonus from gladiator's armor in tough.
I also swapped out assault for tactics to cap flash's hitchance vs +3's. This is personal taste since Flash is the only attack affected, if you're not as anal as I am on capping the hitchance of AoE mezzes you can change it back.
I took a look at your build and it missed perma in a few spots so did some tweaking. Here are my notes:
Superior Invis - I know its endurance expensive, but in practice I find that I just turn it off before going into combat. So it seems like a wasted slot to lower its endurance. Maybe I'm missing something?
Spectral Terror - I love spectral terror, but realized that I had to drop Glimpse to meet the other goals. I decided to move the slot from SI to ST in order to keep the proc. Since the proc can go off on every attack and Spooky seems to attack a ton. I'm not sure there is a great place to put the slot anyway.
Blind - I left the purple set in for the 10% recharge; this allows all the powers to be permanent and only cost 1% ranged.
Summon Seer - I used the Acc/Rech instead of Dam/End because that allowed the seer to be permanent(along with the purple set in Blind)
Assault - I'd rather have 15% damage than capping flash
Hami-O - Out of curiosity can you combine them up to 53 AND then add 5 enhancement boosters? Not sure if it would actually do anything because of ED, just curious if you can, since Mids doesn't seem to let you.
Overall - It will have a larger gap between Blind/SW than my previous builds, but that is the trade off for more defense. I'm rather happy with it and imagine this is what I will go for unless I missed something major
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Quote:I think you accidentally pasted my code into the reply. Though I'm curious to see the build you mentionedI don't recommend relying on supe invis for defense at all. The end cost of supe invis is almost the same as tough, weave and maneuvers combined. It should be used situationally and not kept running all the time.
Including supe invis, you have about 32.5 ranged def which is actually quite low for a build taking fighting pool (fighting pool builds ought to be able to hit 45 ranged def and 60 S/L res). My advice would be to 1) drop fighting pool and try to maintain 32.5 def without it, or 2) keep fighting pool and build for 45 ranged def instead.
The amount of rech you have seems excessive. In general spending lots of slots to shave a second or two off Flash isn't worth it once once all key powers are permanent. The benefit of building for recharge drops off sharply at this level.
I distrust paper DPS calculations and prefer empirical testing (meaning pylon soloing). One way you could find out your DPS would be to solo a pylon with lore pets of known DPS. Kill the pylon, calculate the DPS done, then subtract the lore pets DPS. You thus get your own DPS. PPP pets do not do 200 DPS, those are Lore pets.
Try this: perma-PA/LR/AM, 44.3 ranged def, 61 S/L res, all key powers taken and properly slotted. Note that this build's recovery is higher than mids' indicates, since it does not count the numina proc and the PShifter proc (worth about 0.2EPS on average).
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So I took in the advice and remade the build. Unfortunately, I still feel like it could be improved.
The things I did:
Dropped the 2 powers from Soul Mastery as well as Group Invis.
Replaced it with the 3 fighting powers(Boxing, Tough, Weave), this allowed me to keep the LoTG spot and get a great boost to defenses.
Move slots around. I picked up the last slot in deceive for the 5% ranged defense boost. Decided to 3 slot Weave and Superior Invis, hoping to run both with the reduced end cost. I probably should of calculated the difference between the 2 set end gain and just 2 hami-Os.
I was considering moving the numina set to Radiant Aura, but not sure how much gain that would be for the money invested.
Any advice on how to make it better would be appreciated.
*When you look at the build, not that superior invis is turned off. That's because it incorrectly adds its non-suppressed 7%. So just think of the defenses as 3.6% higher for suppressed superior invis
(Another deleted build, newest build at bottom) -
So some napkin math that I was looking at with my build of Mids. I imagine you might be able to tweak the numbers in places and I wasn't positive on the percentage that would get healed back, but here is what I found.
Using the rotation of Blind->SW->(nothing for 0.5s)->repeat, you end up with a DPS of 76.26.
Blind(97.4 over 1.67)+SW(147.4 over 1.07)+0.5(recharge left on blind)
244.8 over 3.21s = 76.26 DPS
If instead of taking the soul mastery pool, I picked up fire and selected fire blast the rotation of Blind->SW->Fire Blast->SW->repeat comes out to 118.04 DPS.
Blind(97.4 over 1.67)+SW(147.4 over 1.07)x2+Fire blast(199.2 over 1.2s)
591.4 over 5.01 = 118.04 DPS
So the DPS difference of 41.78 would have to be made up by the perma pet that is gained by going soul mastery(or one of the other villain pools).
The AoE attacks in Soul and Fire are moderate damage.
It seems that most reports have the DPS of the pet in the 200 range, although that seems a bit high considering the regular DPS from mids. -
Good Advice, but I have some questions.
Blind: By using the proc(100 damage 33% of the time), blind will do on average 97.4, by switching it to the gaze it drops down to only 72. Some of the proc damage may be lost if it hits a low hp foe, but that seems the same with anything. Smashing gets resisted more but not sure how big a factor that ends up.
Single Target Rotation: Blind has an animation time of 1.67, recharge of 2.15. Spectral Wounds has 1.07 animation, recharge of 1.54. Obviously Spectral does far more than Blind, but there is only a half second hole in the Blind -> SW -> Blind -> SW rotation. The damage is obviously lower and definitely a consideration.
Phantom Army: I agree the 6.25% recharge is rather nice. But you lose 1% damage to all attacks, and even after ED it shows PA doing 10% less damage and about 12% accuracy. Not sure what I gain from 6.25% recharge if it makes up for the loss in damage.
Defense: I want more, but I'm not sure where its going to come from. Yeah the gladiator proc is expensive, but it is a great bump in defense. I imagine it will be last on my list(or bought with an alts merits).
I'd still like to hear anyone's opinions on the value of the Soul Mastery stuff. Namely Dark Consumption and Soul Embrace. How do you calculate the absolute damage cap? Does the 30% damage buff from Soul Embrace get effected by ED? or is it just sprinkled on top?
I'm up for suggestions on other pools, I'd just like to keep the pet, cuze I think pets are cool
These are my opinions on the other pools:
Mace Mastery - Redraw is a bad thing. Plus the extra holds seem to feel like overkill. It does have the +def toggle though.
Mu Mastery - Static Discharge is a ranged cone vs. Soul's targeted Aoe. Charged Armor is just different resists(Energy vs. Negative Toxic). Electrifying Fences would be an immobilize. Electric Shackles is a hold, not sure what value there is in hold stacking with Blind. I think the Seer from Soul Mastery looks cooler than the Mu Guardian, but cosmetic doesn't always matter.
Leviathan Mastery - Bile Spray cone vs. Soul's targetted. Sharkskin is resists(Cold vs. Negative/Toxic). School of Sharks is an immobilize like Electric Fences. Knockout Blow(I don't plan to be in Melee or at least try to avoid Melee) would provide the hold stacking. Spirit Shark Jaws is another hold. So maybe the value of 3 holds? Not sure I'm a fan of the piece of coral as a pet, compared to the Seer.
Soul Mastery - Soul's Targeted vs. Soul's Targeted... Its the only ranged AoE vs. 2 cones. The resist armor seems mostly moot(since I really don't want the mace redraw). Dark Consumption seems a great way to get endurance back. Soul Drain for the +damage sounds great, but maybe its craptastic?
The hero pools - I wants a pet :P
If drain/consumption are a waste, that leaves some good opportunities for defensive powers perhaps? or maybe magically conjuring that attack to fit into the single target chain. I don't know, appreciate the future help. -
Hello,
So I've read through Local Man's Ill/Rad guide and have to say that is one amazing pile of information. Makes me wish we had that level of depth in every other area. I sort of took the Perma-PA build and decided to modify it some.
I picked Soul Mastery over Fire EPP, because I like the idea of the additional pet, plus I figured with enough recharge the ST attack chain could be Blind->SW->RepeatIf this is going to lead to epic failure, let me know
Not deadset on using Soul, it just felt like the best option that came with a pet. Still only recently returned to the game so still getting my bearings.
I was looking for some help on making the build better and the answer to a couple of questions.
I could only fit 4 LotG. I'm not sure what power I'd drop to get the 5th, but also not sure I need the additional recharge.
Dark Consumption looked like a nice way to refill the endurance bar every couple of minutes, but not sure how valuable it will be in practice.
I was wondering the same thing about Soul Drain. Is the +DAM just going to be wasted by being over the damage cap or will it have some value? I know it will only be up 50% of the time. I had it slotted with Armageddon at first but that just seems like overkill for 5% recharge.
I figured Dark Obliteration will make for a nice AoE nuke to go with all the other crap tossing out.
So any help would be greatly appreciated. Thanks
*Deleted my original build, because I added a new on down later. -
On another note, how important is the debuff proc from the achilles' heel enhancement?
-
Quote:From looking at my build, and someone is welcome to correct me if I'm wrong.So is there a reason to take single shot over channelgun? I know single shot is faster, but you lose that with redraw, and channelgun does energy damage which is usually preferred over lethal. Also on your attack chain I always start with venom it is a -res power making all other attacks do more damage. I then follow it with bilespray since venom gives double -res to toxic attacks, and it is a much quicker attack then suppression. Then I use suppression, that way all the dots from the last to powers go off during its animation.
On a single targeted attack, I can repeat single shot forever, since its cooldown is shorter than its animation. So I guess its a balance of which does more damage. Does energy make it worthwhile to compensate for the lower damage from lethal?
For AoE, I believe I can chain venom -> arctic -> bile, then back to venom, throwing in school of sharks at the beginning to pin them down. At least that is my understanding, I could be wrong I don't have the build in game yet since its really expensive and I want to get it perfect. -
Quote:Learned something new today. So I can take another look at my build and gut the things that were giving non-positional defenses. Which will probably give value back to CT: Defensive.Defense-wise, you use whatever defense is best out of all your applicable defenses. So if some thug shoots you with a pistol (Lethal, Ranged), you use either your Ranged or Lethal defense, whichever is best. Because of this, many Crab Spiders soft-cap the three positional defenses and ignore the rest.
If your defenses are over soft cap, you can keep the excess to protect yourself from debuffs, or get rid of it. In your case you could lose CT: Defensive or take a couple slots away from Expedient Reinforcement to use for something else.
Most people do use Combat Training: Defensive because with very minimal slotting (the Defense IO and Global Recharge IO from LotG) you get over 10% ranged defense as well as the 7.5% recharge.
Some time ago there was a forum thread that studied just what the best bang for your buck was for Stamina with IOS. The thread concluded that it was this:
1) Regular End Mod IO
2) Performance Shifter End Mod
3) Performance Shifter Chance for +End
On any character that does not have a highly efficient endurance recovery power, I follow this advice. I also slot Health with the Miracle +Recovery unique and the Numina's Convalescence +Regen/+Recovery unique. Anyone who's prepared to pay billions for a PVP 3% Defense IO should definitely pick these up for what amounts to spare pocket change.
I'm pretty sure I put the Miracle/Numina's into my build already, thanks also for the stamina advice -
Quote:http://paragonwiki.com/wiki/AlignmentI have been away from game a bit ... I am wondering how exactly @ level 20 one can jump sides?
tips, info, links to said info would be appreciated.
Simplified:
kill level 20+ mobs, "tips" randomly drop
need 10 tip missions completed to get a morality mission(max of 5 tips a day)
completely morality mission to swap from villain to rogue
repeat, except swap rogue to Hero
I'd still read the wiki, has good stuff. Like how you lose all villain/hero alignment merits when swapping. -
So I spent the time and what know how I could muster(and borrow from the build above) to put that together. I figured I'd post it because I've been looking at it for a while and I figured opinions would be better before I tried to optimize it. Not to mention I'm sure some of you can point out glaring issues.
Some things I noticed and would like opinions on:
Combat Training: Defense: As it stands now I have 53.6% ranged defense. So all this power is really doing is a place holder for Luck of the Gambler. So this makes me wonder if I should replace this power. Though being that its taken at level 2 there are not many options.
Defenses: I'm way overcapped on Ranged(53.6), AoE(47.4), Fire/Cold(48.1), Melee(46.2). It would be nice to fix that to take care of the 2 decent deficiencies(negative/energy @ 42.1) and 2 slight (smashing/lethal @ 44.6)
0 Slots in Stamina: I think the 3.08 recovery with 1.35 drain is probably going to be problematic, but not sure what power to steal from(except maybe Tough)
AoE Rotation: I dropped suppresion because school of sharks has a better -Def to it. I figure I can use Venom -> School -> Arctic -> Bile -> repeat and do some really nice damage.
Pets: Spiderlings are very permanent, but Summon Guardian and Call Reinforcements are off by a few seconds. I wish I could move any of the last 6 powers down, but due to requirements they are all sort of stuck there. Maybe I should swap Summoner Spiderlings and Summon Guardian? That way I could 6 slot Guardian and probably make him permanent. Not sure where to get more recharge in order to make Call Reinforcements permanent though.
Incarnate Slot: Right now it uses Cardiac. I wonder if it could be completely rebuilt using Agility instead and saving a lot on defense?
Appreciate the advice, the earlier stuff really helped me at least try to plan out a build. -
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
The Operative: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Single Shot- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Accuracy/Recharge
- (5) Apocalypse - Damage/Endurance
- (7) Apocalypse - Chance of Damage(Negative)
- (A) Steadfast Protection - Resistance/+Def 3%
- (7) Steadfast Protection - Knockback Protection
- (9) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Luck of the Gambler - Recharge Speed
- (11) Red Fortune - Defense
- (13) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Endurance
- (A) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Range
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (34) Positron's Blast - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Red Fortune - Defense
- (17) Red Fortune - Defense/Endurance
- (19) Red Fortune - Defense/Recharge
- (19) Red Fortune - Defense/Endurance/Recharge
- (21) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (25) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Aegis - Resistance
- (46) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Red Fortune - Defense
- (27) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense/Recharge
- (29) Red Fortune - Defense/Endurance/Recharge
- (29) Red Fortune - Endurance
- (A) Aegis - Psionic/Status Resistance
- (31) Aegis - Resistance
- (34) Aegis - Resistance/Endurance
- (A) Doctored Wounds - Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (40) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Heal/Recharge
- (A) Flight Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Enfeebled Operation - Accuracy/Recharge
- (36) Enfeebled Operation - Endurance/Immobilize
- (36) Enfeebled Operation - Accuracy/Endurance
- (36) Enfeebled Operation - Immobilize/Range
- (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (37) Enfeebled Operation - Accuracy/Immobilize
- (A) Expedient Reinforcement - Resist Bonus Aura for Pets
- (39) Expedient Reinforcement - Endurance/Damage/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge
- (39) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Accuracy/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Range
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Accuracy/Damage
- (A) Ragnarok - Chance for Knockdown
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (46) Ragnarok - Damage
- (A) Call to Arms - Accuracy/Recharge
- (48) Call to Arms - Accuracy/Damage
- (48) Call to Arms - Damage/Endurance
- (48) Call to Arms - Accuracy/Damage/Recharge
- (50) Call to Arms - Endurance/Damage/Recharge
- (50) Call to Arms - Defense Bonus Aura for Pets
- (A) Soulbound Allegiance - Damage/Recharge
- (50) Soulbound Allegiance - Accuracy/Recharge
------------
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (31) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Recharge Reduction IO
------------
------------
Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 12.88% Defense(Melee)
- 5% Defense
- 11.31% Defense(Smashing)
- 11.31% Defense(Lethal)
- 14.75% Defense(Fire)
- 14.75% Defense(Cold)
- 8.81% Defense(Energy)
- 8.81% Defense(Negative)
- 11% Defense(Psionic)
- 11.63% Defense(Ranged)
- 14.13% Defense(AoE)
- 4% Enhancement(Heal)
- 106.3% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 80.32 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 15.5% (0.27 End/sec) Recovery
- 52% (2.78 HP/sec) Regeneration
- 11.89% Resistance(Smashing)
- 11.89% Resistance(Lethal)
- 20.71% Resistance(Fire)
- 20.71% Resistance(Cold)
- 10% Resistance(Energy)
- 11.88% Resistance(Negative)
- 13.13% Resistance(Toxic)
- 13% Resistance(Psionic)
- 15% RunSpeed
------------
Set Bonuses:
Apocalypse
(Single Shot)- 16% (0.86 HP/sec) Regeneration
- 32.13 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Psionic)
(Crab Spider Armor Upgrade)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Crab Spider Armor Upgrade)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Combat Training: Defensive)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.54 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)- 7.5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Venom Grenade)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Tactical Training: Leadership)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Fortification)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
(Serum)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Vengeance)- 7.5% Enhancement(RechargeTime)
(School of Sharks)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Call Reinforcements)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.54 HP/sec) Regeneration
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 10% Resistance(All)
(Arctic Breath)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Toxic)
(Bile Spray)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Summon Spiderlings)- 2.5% (0.04 End/sec) Recovery
- 16.06 HP (1.5%) HitPoints
- 6.25% Enhancement(RechargeTime)
- 1.89% Resistance(Smashing,Lethal)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 5% Defense
(Summon Guardian)- 16% (0.86 HP/sec) Regeneration
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-
Hi,
So I've recently come back to CoH after many many years. I'm still working on getting a grasp of all the new stuff. I've looked at a lot of builds on the forums and it seems like the super optimized ones are those using cheap IOs, which makes sense since why spend extra money when you don't have to, right?
I've been trying to put one together that does it all(or most of it?) even if has to use the silly expensive enhancements(like the PvP 3% one). I have a great leveling one thanks to RedLynne.
I was hoping you build aficionados might give me a hand trying to assemble that 'dream' build, something to work towards as a second build
I put a build together in Mids, but then realized I know far less than I need to in order to answer the important questions. Things like which slots to go where and which sets, etc. I realize the information I've gleamed from the forums could be wrong, so bare with me if I have made some poor assumptions.
These are the powers I took:
Arachnos Soldier:
Single Shot
Crab Spider Soldier:
Suppression
Venom Grenade
Omega Maneuver
Training and Gadgets:
Combat Training: Defensive
Combat Training: Offensive
Tactical Training: Maneuvers
Tactical Training: Assault
Tactical Training: Leadership
Mental Training
Call Reinforcements
Crab Spider Training:
Crab Spider Armor Upgrade
Fortification
Serum
Summon Spiderlings
Speed:
Hasten
Leadership:
Maneuvers
Assault
Tactics
Leaping:
Combat Jumping
Leviathan Mastery:
School of Sharks
Arctic Breath
Bile Spray
Summon Guardian
My goal was to hopefully have permanent pets. I'm not sure if the Guardian can be permanent but don't know if you don't ask. Reaching the soft cap for defenses would be a major goal too.
I figured my AoE attack chain could be: Suppression -> Venom -> Arctic -> Bile. I'm guessing the only redraw would be from Venom to Arctic and Bile to Suppression? Is there a better ranged AoE attack chain?
For single target, is it enough to just use single shot over and over? Slotted with enough recharge, or maybe single shot into Spirit Shark?(Taking it instead of School of Sharks). If it would be a bad plan, would dropping something for Burst be the way to go?
I rarely see Omega Maneuver mentioned. I can understand if that is simply because its a no-brainer in a demolishing AoE combo, but if it isn't useful that would a power I could drop.
I think that's gone on long enough.
Future thanks for the assistance. -
I know its player to player. I already reported it to them. I figured I'd post here in case someone has encountered the same issue and there was a specific work around.
I checked and the serial code is applied, but it would be sort of silly if it was the trial thing. What sort of trial account lets you play a character for 1 session and then not log in as them again? -
Hello,
So I bought the City of Heroes Good vs. Evil yesterday, installed the client and tried to play the game. When I clicked on an empty character slot it automatically jumps to creating a Hero, without the option of creating a villain.
I thought this might be a sort of trial thing, have to do the tutorial before you can make a villain, so I played through the tutorial, logged out and tried to create another character, it still jumps immediately to creating a Hero.
I also found out that if I click on my first hero, the one I made for the tutorial, the "Enter Paragon City" button is grayed out. I'm running a fairly high end system with Vista, fully updated. I submitted a petition about each issue and only received a response saying it was escalated. I searched a fair amount on the forums and net, but couldn't find a thread with a similar issue.
I created a second trial account, to see if it was possibly an issue with my account, but the second trial account experiences the same problem. I deleted and re-downloaded the client as well, but still receiving the same issues.
Any help would be greatly appreciated.
Thank you.