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Posts
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I just noticed last night that they've added confusion bubble graphics to Arctic Air, by the way, which makes you feel more controllery.
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I'd say if you have room for five slots in the power(s), use Aegis, because that gives you 4.7% AoE defense. (Aegis: the Thunderstrike of AoE def.) Four slots available only, then Impervium. (I haven't checked recently, but usually Aegis is cheaper, sometimes by some large margin.)
Defense stacks particularly well with /dark, so I would aim for it on a sonic/dark. If you're firing Tentacles constantly (and Nightfall on top of that), then melee defense is most of the time irrelevant and you only need good ranged and AoE defense. Consider each layer of tohit debuffs adds more than 7% defense (vs. +2s), you can probably have a pretty constant additional 20% or so of defense. And you have a self-heal for the damage that leaks through. -
1) Concentrated Awesome, a Fire/SR who lived up to her name.
2) DM/Shield made because the name Manhole Man wasn't taken and because (pre-i16) Dark Melee looked most like something you'd find in a sewer. Not quite enough AoE for my taste but the WHUMPS of the punches with the WHAM of the Shield Charge is satisfying in the extreme.
3) Spines/Regen, my first scrap to 50. The only drawback was having to Reconstruct sometimes before the full AoE sequence was discharged, wasting a moment of Build Up.
DB/WP is least, but maybe because it's actually a WP/DB tank. -
While I don't consider mezz-protection for squishies a good idea, this is not true, especially from a Defender's point of view:
Quote:Spawns do not always pack together; anchors get killed early and can run (even if slowed by LR); adds and ambushes from a different direction are very tricky for Radiation Infection as a defence; many mob ST mezzes have tohit bonuses and def debuffs fly constantly, countering RI's effectiveness; RI doesn't scale that well versus higher-conning mobs; defenders soloing do damage slowly allowing more time for mezzes to get through.If your Rad is debuffing properly then mezzes tend not to be a problem any more.
Your Fire/Rad--if you're not referring to a Corruptor not listed in your sig--has its own pre-emptive mezzes. Fire/Rad control is easy mode. -
Another vote for Spin.
Steal a slot each from Quickness and Swift and put them in Follow Up to slot it out. Frankenslot it with as many triples as possible to get Acc/Dmg/EndRdx/Rech/ToHit. For example:
Level 8: Follow Up -- AdjTgt-ToHit/EndRdx/Rchg:40(A), C'ngImp-Dmg/EndRdx/Rchg:40(9), Mako-Acc/Dmg/EndRdx/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), C'ngImp-Acc/Dmg:50(25), T'Death-Dmg/EndRdx/Rchg:40(39)
For end troubles you can slot Gift of the Ancients in your defense toggles. Four in each times three gets you 5.4 extra max end and extra recovery as well. -
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Funny you should mention this: my only (unfinished) MA story revolves around a Sotnik "Lithuania" and her marketeering jones.
No idea. I actually don't play on the highest settings possible... -
...or a Tale of Two Friends.
Planning:
Working:
Resting:
?????:
Profit!:
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Quote:Didn't someone point out to me (maybe you) that the proc actually gives 10% of max end, not 10 points, even though the combat log reads 10 pts per?It's exactly the same as the Perf Shifter proc (which has a 10% chance to grant 20 end). The big question when slotting these is whether you plan on using any activated power you could slot it in more than once per 10 seconds. If you can, then go for it. If you can't (like most people can't with Perf Shifter or Panacea), then slot it into a passive and net the benefits of it on a constant basis.
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Quote:O-Liner, eh? You ain't got any "team-friendly" powers in the build. Or are you dual building?I'm finally playing a scrapper because my off server SG (Go RO! Go!) has an all scrapper group that runs on Mondays.
Temp Protection is only useful as the set mule and for slow debuff resistance. Some of the shielders have Grant Cover for that problem.
On the best of nights the defense from the team is 15-18%.
I would recommend grabbing one of the newer PBAoE sets for Consume. Same or better (Oblit) recharge and better set bonuses overall (Eradication gives you more max end and better max hp). For the defense bonuses you have to grab the proc (and another slot), which isn't terribly effective on a long-recharge AoE.
You also stop just short of +def bonuses on a number of sets.
Maybe another way to squeeze a knockback in, instead of Temp Protection (even if you're running only one -kb as Stratonexus recommends) is putting a couple Breath of the Zephyr in CJ--which certainly doesn't need endredux.
Does RotP need more than the default slot? -
Previously in the game I've had a frame to tell backstories to explain the existing power combinations. I'm not so sure I'm good at the other way around--making a story then coming up with powersets to match.
I did make a snot/earwax mutant controller though. Really didn't have to tint the sonic bubbles much at all.
Also have done an elec/sand (dark) scrapper, whose early dark armor looks pretty sharp. -
Quote:The guy had gotten little advice at all, so I wrote to help. While your accounting of the single target attack chains below is superior advice in some senses, mine suggests almost the same thing, if you look at the bolded above.Quote:
For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)
In another sense, when the person posting asks
Quote:I never really did manage to learn the system behind stats in this game and still struggle hard-core when it comes to getting my character's built up right.
Quote:For ST damage on an IO build, your best bet is Chain>Charged>Jacobs>Charged, which has similar recharge requirements as DM's MG>Smite>Siphon>Smite string (it's actually slightly harder on Chain Induction than on MG but easier on Charged than Smite).
On a lower recharge build (re: SO leveling), your best bet is Charged>Jacobs>Charged>Havoc>Charged>Chain>Wait(.3 96 seconds). With Hasten, you'd be able to get down to Chain>Charged>Jacobs>Charged>Havok.
And if Thunder Strike has the radius* of Spine Burst then I am wrong about dropping it. I'd only tried it out some time (years even) ago on a non-Brute character, but if my memory serves (and it may not), it was a melee cone-type attack--not a sphere--the splash damage was less than the main attack, and it knocked back rather than down.
*Mids says 10' vs 15', which means half the area if both are circular. -
Update: 57 rolls (will breakdown when 100 is reached)
Approximate wealth generated: 1.2 billion
*Highest possible* selling value if these were all merits (many are gold rolls) exchanged for level 20 Miracle procs: 950 million
Notable drops: 2 LotG +recharge
2 Miracle +recov
BotZ -kb
Theft of Essence +end
2 Basilisk's quads
2 Eradication quads
One each of the possible pet auras
No stealth procs, no endmod, fear, snipe, or plain defense debuffs.
The earning potential is obviously less than the average 35-39 roll, but fairly interesting other than the Forced Feedback curse that seems to have struck me. -
Quote:For IO'ing out a toon, there are lots of suggestions in general here:Could someone please just give me a link or something so I can learn this stuff? Any sort of suggestion like that would help too.
http://boards.cityofheroes.com/showt...379#post578379
Try Cap'n Canadian's if you're a beginner, and maybe Scrapulous's individual guides for slotting powers (you'll have to scroll down).
For /SR, the standard experts' guideline is get every power but Elude, the tier 9, *IF* you can softcap yourself otherwise. (You'll be losing a great runspeed bonus and a +recov but crashing power, but no actual defense.)
For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)
Skipping these 3 from Elec and 1 from /SR means that you can have Stamina (and two prereqs), a travel and its prereq, and one other power by 38. Most would suggest picking up Box(or Kick)/Tough/Weave, which you couldn't have until 44 in this scheme (unless you forwent some other power til then). Some would suggest picking up Aid Self (and prereq), though I would not be one of them. If you don't get the Medicine pool you have two power choices left, though many--including perhaps you with the desire for AoE--need three to get Fireball (or Tenebrous Tentacles or Energy Torrent from the Epic power sets). So you can make sacrifices (say another ST attack from Elec/ while take an Epic Blast to substitute--you many not want to do this on someone called Kid Watt; others drop the travel power) to get your epic AoE.
The problem is that /SR is not terribly tough until you get a lot of defense, not really achievable until the 30s at best. But you can alleviate some of that problem by using IOs as you level, so I strongly disagree with Midnight Frost on not IO'ing until level 50.
Since the original Kid Watt is 50 you probably have some spare cash lying around. Give it to Kid Watt, jr. Let him shop patiently and carefully (buying levels ahead in advance if you have storage) to get the decent IOs he needs. Make sure you buy as cheaply as possible and check all your recipe drops to see if they'd be worth more when sold crafted. It's easy to have 10s of millions by your late 20s if you roll merits or tickets and sell them crafted.
IO needs: Steadfast res/+3 def. The only place you can slot this is Tough, so you'll need to take Tough as early as you can in the build, which usually means forgoing an attack for the lame Boxing or the amusing Kick.
Breath of the Zephyr (travel, travel/end, and -knockback is you're wealthy). You have to two-slot (or three-) your travel powers (and CJ/Hover/TPprereq), but you can grab 6.16% Ranged defense this way. If you can afford the -kb at low levels and the two more slots, you can do the same for AoE defense, which is your weakest link early.
Various small positional defense bonuses (Ranged, Melee, AoE) as you can cobble together--Eradication (PBAoE, Jacob's or Thunder) and Smashing Haymaker or Pounding Slugfest (ST atks) help early on.
Once you are able to six-slot attacks you can put in full sets of Touch of Death (Melee defense) or Mako's Bite (Ranged) as needed. Touch of Death has pretty weak accuracy for a set; some of this can be rectified with a Kismet +tohit proc or set accuracy bonuses.
A slot-costly, but pretty handy set is six Gaussian's in Build Up, which will give you +2.5% across the board.
Load up your inspirations with small purples from the vendor (or sometimes cheap mediums from Wentworth's) and stack those with your native defenses into your thirties. -
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And -kb! Make one of the BotZs a -kb so that the invulnerable man (RP) and the kinetic (minmax) doesn't get knocked around...
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I'm a huge fan of slotting for defense, but you sacrifice too much in some of the powers to get those sweet, sweet high def bonuses. The worst problem for a kin/ is you really need all positional defenses, since you (or at least I) zip in and out of melee range all the time.
Arguments
Neutrino Bolt is usually better slotted with damage procs than damage itself, as it'll do more damage over time. An Achilles -res proc can be helpful here. But do you want to give up 2.5 or even 3.75 ranged?
Irradiate should be slotted for damage and end redux before defdebuff, since it's defdebuff is already huge. This is not worth the 1.88 aoe def. (Hmmm. I did not find the slots for this. They're somewhere!)
Siphon Speed is slotted wrong. Put in at least 2 recharge and probably an accuracy (though Tactics and +acc are in very reasonable amounts).
You can use the three slots stolen from Siphon Speed to add Breath of the Zephyr to Fly and Hover for an additional +6.16 ranged.
I would also reduce the slotting in Maneuvers, capping def and +50% or so end redux, and adding another LotG +recharge to make up for the lost bonus.
Then you could steal a couple slots to make the snipe useful (i.e., do max damage) and slot Thunderstrike there to reclaim your missing ranged def from Red Fortune.
For $Deity's sake man, you don't have the Steadfast res/def?! Either of your armors will do... There's +3% to all so you're softcapping ranged, and even if you lose the 1.56 AoE set bonus, you still come out ahead.
Questions
Is Conserve Power really needed on a kin/? Can Hasten replace it or would that be out of concept? -
I would think fine as is...
or you could steal a slot from Hurricane for the Gale plan (the 5th DWD not that important)...
or swap Recall Friend for Maneuvers (which you probably don't want to do). -
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I found a /Fire very frustrating against the Croatoa witches with just one -kb. My solution--a Breath of the Zephyr -kb to get the extra defensive bonus alongside the -kb. (Still got knocked a little on KHTF.)
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Heroside: Never seen a sonic/arch, sonic/psi, sonic/rad, sonic/energy, or sonic/elec.
Can't recall any mind/thermals, ff/arch, rad/arch, or grav/sonics.
(I do have a 50 Grav/TA, though) -
Quote:Inspiration consumption tactic pics from one of those gimmicky (and by gimmicky, I mean awesome) AE missions with massive ambushes that essentially aggro-cap you til you eliminate the monsters. Sure, the critters are less dangerous (no mez, no def) than your average standard content, but they are all (even-con) fire-wielding lieutenants.always a fan of big crowds, even on my Stalkers, so dropping enemies to -1 (which makes them significantly less dangerous) yet cranking out their numbers to those of a three-four man team might be a good tactic. Generally, I play on Tenacious/Malicious
On a blaster not built ideally for this business with only SOs--even (shudder) a few yellow SOs.
The same blaster respec'd with virtually nothing but AoEs and frankenslotted with IOs. I solo'd this mission probably a dozen times and died only once. Level 40 inspiration capacity should make it even cinchier.
Although I suspect the density of i16 regular mishes won't quite approach this level, with a mix of minions and lieuts you'll be receiving a non-stop supply of skittles.
Thanks for getting me interested in this blaster again, by the way. 9 bubs from Hot Feet! -
To continue the digression--I love Hurdle and Swift (and Combat Jumping) and don't enjoy playing as much the few toons of mine that have taken Health (stupid delicious stamina-giving-procs that can't be slotted effectively elsewhere, grumble...).
I also dig (an Absolute Amazement or Kinetic Combat aside) pre-reqs that are never slot hungry. And if you're not IOing Boxing, by the way, why not take the much awesomer animation of Boot, er, I mean Kick? -
Quote:Pretty sure I learned the inspiration survival technique while Nethergoating in DA. Chowing down columns works best 25+, since you do have more options for emergency combo-making.absolutely.
my fire/ice blaster burns inspirations as fast as they drop when I farm DA and at any time has 4-5 effects stacked up.
Quote:See, here's what I don't get. Why Fire Sword Circle? I keep seeing that combo suggested to me a lot - Firebll + Fire Sword Circle, and I can't quite figure it out.
On a more serious note, targeting with spheres and cones--to be efficient--usually requires picking a different target if you launch one after the other: the guy in the center back for the cone; someone in the exact middle for spheres/circles. Target-switching well as fast as a fire/fire needs to go is a tricky thing, at least for me.
And even though the activation times are the same, Fire Breath just feels so much longer...
Interesting data about the plain old Fire Sword.
Completely awesome idea; wonder if it's possible to implement in the game engine (though would seem to be pretty easy with the apparent on/off flags for pet sets, for instance).
More IO sets! (Anyone know if there are any in i16? I haven't seen anything...)