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Quote:The chance of this actually proccing when you need it the most is very low, about 1 or 2%. Since you cannot count on it, it is essentially worthless. A blue inspiration will actually do what you need on demand, and these fall like rain from the sky, and can be created on demand from other inspirations.
It does make for a happy surprise when a sapper just gave you a hard time, or if you use a nuke power.
The thing people are missing is that there is an 80% chance that the proc will not fire every 10 seconds. Which means there's a greater chance that it will fail to fire for an entire minute straight (26%) than the chance that it will successfully fire on any particular 10 second tick (20%). The chance of it not proccing over 30 seconds is 51%, which means that in most fights the lowly level 50 IO will give you a better recovery rate.
The proc can only be counted on to provide an extra boost of endurance over longer periods of time, as in a long, drawn-out battle. It should be considered an adjunct to an end-hungry build that's already maxed out its other sources of recovery. -
The following is the kind of build I like to play. Softcapped S/L defense, along with fast-recharging Power Sink, Electrifying Fences and fast-recharging Ball Lightning make you a pretty effective sapper. I haven't actually played this build, but it's a lot like my SS/Electric and Electric/Electric brutes, which both fare pretty well in iTrials and general content.
It doesn't use any PvP IOs, and you can use Positron's Blast instead of Ragnarok if you want to save a few inf.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Street Justice
Secondary Power Set: Electric Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Initial Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/Rchg:50(25)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5)
Level 2: Heavy Blow -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(11), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(37)
Level 6: Combat Readiness -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(19), RechRdx-I:50(25)
Level 8: Rib Cracker -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(17), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), C'ngImp-Acc/Dmg/Rchg:50(27)
Level 10: Static Shield -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 12: Sweeping Cross -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(13), Oblit-Dmg/Rchg:35(15), Oblit-Acc/Dmg/Rchg:35(15), Oblit-Acc/Dmg/EndRdx/Rchg:35(45), Oblit-%Dam:35(45)
Level 14: Fly -- Winter-ResSlow:15(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Spinning Strike -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(40), Posi-Dmg/Rchg:35(43), Posi-Dmg/Rng:35(43), Posi-Acc/Dmg/EndRdx:35(43)
Level 20: Lightning Reflexes -- Run-I:50(A)
Level 22: Lightning Field -- Oblit-Dmg:38(A), Oblit-Acc/Rchg:38(23), Oblit-Acc/Dmg/Rchg:38(23), Oblit-Dmg/Rchg:38(27), Oblit-Acc/Dmg/EndRdx/Rchg:38(29), Oblit-%Dam:38(29)
Level 24: Taunt -- RechRdx-I:50(A)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/Rchg:50(48)
Level 28: Energize -- Dct'dW-Rchg:38(A), Dct'dW-EndRdx/Rchg:38(34), Dct'dW-Heal/Rchg:38(34), Dct'dW-Heal/EndRdx/Rchg:38(34), Dct'dW-Heal:38(37)
Level 30: Boxing -- Empty(A)
Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 35: Power Sink -- Mocking-Rchg:38(A), Mocking-Acc/Rchg:38(36), Mocking-Taunt/Rchg:38(36), Mocking-Taunt/Rchg/Rng:38(36)
Level 38: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(46), Enf'dOp-Immob/Rng:50(50)
Level 47: Ball Lightning -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(50), Ragnrk-Knock%:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(5), P'Shift-End%:21(7)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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It's hard to make suggestions when we don't know the parameters that you're working under and what things you feel are important. What target numbers are important for you to hit?
For example, you've got Power Sink six-slotted, apparently to get the 5% recharge rate, but I've found that Power Sink doesn't usually need that much slotting for End Mod and you could five-slot Energize for the same 5% recharge and get a bigger, faster-recharging heal. But you might have a rationale for why you've chosen to emphasize Power Sink.
Similarly, I try to avoid slotting damage powers with non-damage sets just to get a bonus, as it appears you've done with Dark Obliteration and Siphon Insight. But you may have valid reasons why you've done that.
I also have some standard tricks I use, like four-slotting Taunt and Power Sink with Mocking Beratement to get S/L defense. I'd also never skip Taunt on a high-defense Brute, because you wind up tanking a lot and you need Taunt to do that job properly.
I think that's why you're not getting many responses. People are good at optimizing builds if they know what it is they're trying to optimize, but when you leave your overall goals unstated they would just be shooting in the dark. -
There's also a limit to the amount of influence Premium players can hold, so that's another reason why there's little point to farming for influence alone.
One thing Premium accounts can be used effectively for is to PL other characters. Since your influence is limited there's no real economic incentive to do it, but your friends (or characters on a second account) can benefit. -
Quote:Yes, there's no doubt that it's a bug if you can't use reward merits to buy ATOs from the merit vendors, since you can use ATOs you get from super packs which also give reward merits (so that, one presumes, you can buy ATOs with them).Well firstly I want to say that really sucks. F2P folks really should be able to use merits to buy ATOs. Hopefully that's an oversight and they fix it, or if not hopefully they change their mind.
People who are affected be sure to bug it in game and in the appropriate forum to make sure the devs are aware. -
Quote:I paired it with Sonic. It has good damage, a damage resist debuff in the blasts without having to slot any IOs, control with Siren's Song and Screech, but only has a single non-nuke AoE attack.I've been thinking bout making a /poison corruptor since I recently got my fire/poison controller to 50. But not sure which blast set to put with it. I had thought of rad, since the debuff and places to put achilles heel procs could be good with irriddate for example working well with venemous gas. Although I have heard stories of rad blast being low on damage. So I'm looking for suggestions for what would be best to put with poison on a corruptor
It's great if you're running solo a lot, but if you're into AoEs you might be better off going with Fire again. -
By the way, it's not an off by one error, it's an order of magnitude error.
There's, um, an order of magnitude difference.
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I can never remember when I've done these, and with which characters I do them, so whenever I run one of these I send myself an in-game email to that character recording which ones I've actually done.
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Right. And you'll also be able to get Empyreans.
Like the SSA, a reward table appears at the end of DA arcs. You get a choice of three options, each obtainable daily.
The first is a roll on the salvage table (common/uncommon/rare/very rare of your choice), a randomly selected empyrean or astral merit (I'm assuming the chance of astral is much higher than empyrean but I don't know the relative odds), or 10 threads.
These reward rates are orders of magnitude less than what you can get in iTrials. But you don't have to put up with iTrials.
If you run non-incarnate content with any regularity, you'll wind up with lots of shards. Doing an ITF can get you half a dozen. And doing the WST will get you a notice. Only a few of my characters have hit 50 since iTrials came out, so I don't have any set pattern for how I get my Alphas now. I've done it both ways. Basically, I'll use whatever's on hand that will get me there the fastest.
If you don't like iTrials, though, the WST and shards are your best bet. Grinding threads in DA seems like it'll be slower than shards and especially notices. With shards you're guaranteed to get a rare Notice at least once a week. With threads you only have a small chance once a day -- it could happen on day one, or it may take a month of Sundays.
However, if you don't like teaming in general, and don't ever do WSTs, Notices aren't an option, and DA rewards will be your best bet. And it will be a long hard slog. -
Quote:Zwill is not just blowing us off when he says this. There are bases out there that have tens of thousands of elements, and are incredibly complex. By this time base designers have cumulatively spent centuries editing these bases. Making changes to the software that cause "minor" changes to the way things plot or stack would result in thousands of hours of effort for base designers to rework their bases.When it comes to bases we tread very lightly. It's a legacy system which takes a significant amount of time to reverse engineer any time we want to do *anything* to it. Because player bases are tied to it, and subsequenty a significant investment of your time, anything we do is going to be done in a methodical and cautious manner.
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I just got my Time/Electric defender to 50, and it's amazingly durable. I can stand solo in the middle of huge spawns (like those in the various cave patrol farms in AE). I've teamed with tankers who faceplanted against Carnies, go to the hospital, and to their chagrin all the Carnies were gone when they came back.
For defenders it's possible to exceed the softcap by 5-10% with a combination of IO set bonuses, Power Boosted Farsight, Maneuvers, and Combat Jumping. Add in the debuffs from Time's Juncture and Distortion Field, and you wind up taking very little damage, all of which can be healed by Chrono Shift and Temporal Mending.
The defense numbers for controllers aren't as good, it's true, but considering the huge end drain an Electric/Time controller would be doing on top of all the other debuffs from /Time, and the fact that you have two pets to suck up some of the aggro, and I think you'll be every bit as rugged if you got perma Power Boosted Farsight.
My only regret is that I went with /Electric instead of /Fire... -
Quote:There's more to it than just the level. You need the incarnate powers as well: Alpha fills holes in your build. Interface ups your damage, Judgment gives you extra firepower that will prevent team wipes when you start getting overrun by adds. Lore is invaluable during certain trials, often to provide "exotic" damage types when the league itself doesn't have it.So apparently Later incarnate trials are failing because people are not bringing enough level shifted characters. If people aren't high enough, why not bump them up closer to the proper level during the content, like with sidekicking?
The Destiny powers are required for successfully running certain trials and getting certain badges. In particular, Clarion is required to successfully complete the Underground trial. Barrier will significantly up your chances for successfully getting many of the badges in the BAF and Lambda.
And it's really not all that hard to get the level shifts: those come with Tier 3 Alpha, Lore and Destiny. I've got several character that got all T3s in 15 or 20 trials.
The only trial I've had a problem with running unshifted characters on is MoM, and if the devs intended that characters be level shifted for this trial, it's not broken. If, however, they believe that you shouldn't need a level shift for MoM, they need to reevaluate it.
There are plenty of other trials to run before you try to beat MoM. -
Suggestion: go to a trainer and switch to your alternate build. Then level it up and buy SOs. That way you can keep your existing SO build against the day when you can use them again.
Free players get to play the game we all played in the first couple of years. IOs were a later addition. It's sort of like allowing the first version of a CD-based game to be free, while charging for the latest version. -
Quote:I'm not sure you're aware of it, but you can convert uncommon salvage into rare salvage, as well as Empyrean merits (8 are required for a rare, I think). I've generally been able to craft all my T3s by the time I've unlocked the slots by using a combination of drops, downgrades from VRs and buying rares with Empyreans. I have no intention of getting T4s on nearly all my characters, though, so you may be in a different boat.I just got my def Rad/Sonice alpha unlocked the other day, up to tier 3 today. Started doing a few BAFs in a row, enough to get the other side up to tier 2, Im trying to hit a rare/very rare to start working to get to tier 4, but all I am getting is commons. I got an uncommon once. There's probably a cooldown timer in regards to good incarnate drops or something. Or did I just gimp myself by actually playing a defender in the first place?
You can also convert Notice of the Well to 40 threads (I think), which can come in very handy.
In my extended experience there's no difference in the drop rate based on AT. At first I thought controllers and defenders got better drops early on. But over time and after running a large sample of all ATs there doesn't seem to be any favoritism. -
Are you using the same resolution in CoH as the desk top? It's possible that your graphics drivers are doing something funky when you switch tasks.
I used to have problems task switching away from CoH to other apps when I was using an old CRT. I was running CoH with a different resolution than Windows. When I upgraded to a new monitor the problem went away, even though I still changed resolutions.
I upgraded the graphics card and got a bigger monitor, and now I use the same screen resolution all the time. Performance is a little slower in game, but I never have any problems with task switching or glitchy or slow graphics resolution switching. -
The best way to start with IOs is to just use a set to slot a power that you want to improve, and forget everything else.
For example, if you have a set of five level 50 Crushing Impact IOs, you'll have 69% accuracy, 98% damage, 48% endurance discount and 48% recharge. If you six-slot a power with even-con SOs to similar effect, you'll have 33% accuracy, 95% damage, 33% recharge and 33% endurance reduction.
Yes, for one slot less you can get more than twice the bonus on some aspects of a power by using IOs.
Many people don't want to skimp on accuracy and can't afford to six-slot all their powers, so when using SOs they sacrifice either endurance reduction, recharge or both. So most SO-based powers will compare even less favorably to ones using IOs.
On top of that, the Crushing Impact set increases your hit points, accuracy and overall recharge rate. But you can just ignore that for now.
There's nothing complex or mysterious about this. IO sets are just plain better than SOs. If you don't want to worry about the complexities of soft capping your build or maxing out recharge for perma-dom, don't worry about it. Just use IOs to make each power better.
As far as getting recipes like Crushing Impact, if you really hate the market you can just buy them outright from merit vendors for 50 merits apiece. If you've been doing arcs solo you'll probably have a ton of reward merits and nothing to spend them on.
If you spend an afternoon running missions you'll generally get all the common salvage you need, and if you don't have the uncommons you need, you can buy them outright at AE for 80 tickets apiece.
Once you go through this simple process a few times, the mystery of IOs will go away. Using the market isn't that onerous, if you have patience. And a lot of the good sets, like Crushing Impact, are pretty cheap now because the most ardent players have moved on to more abstruse builds.
People go through all sorts of contortions to stretch that last bit of defense out of a build, taking powers they never use and slotting them with sets that really don't make sense just to get the bonuses. I'm not sure the devs had that in mind when they designed IO sets; they basically wanted to undo some of the damage that ED had done, and to add more subtleties to the system to make it more interesting and provide the crafting option that other games have. -
I have a WP/Axe Tanker, so it's harder for you to achieve the same numbers, but I used the 3 Eradication/3 Cleaving Blow trick in my PBAoE to hit the Energy soft cap.
Unfortunately that means giving up the 1.88% S/L bonus that Obliteration provides for a 4.38% Energy bonus. Doing that in one set would give you 43.2% S/L and 36.2% Energy.
Not sure if that'll help, but it's another possibility for you to consider. -
Quote:It's possible to set an ally up with no guards (I believe it's called something like Single), doing any emote available (like flipping a coin). On certain maps you can set the location to Front, and it will put the ally right at the front door.Related question: Is there a way to make an ally just meet up and join with you instead of being captured by the enemy at start?
So, it's possible to make it appear that the ally is just standing around waiting for you. You can actually get them to say something like, "What took you so long?" when you walk up to them (by putting nothing in their first dialog text and the thing you want them to say in the second dialog text).
Best thing to do is to experiment with a local story with various maps in test mode until you get it to do what you want. -
Quote:Roderick nailed this spot on. Herding is boring for the rest of the team, and with the cap on the number of targets on AoE powers, it's actually less efficient than taking out each spawn as you come upon them.What I don't understand is WHY you would want this back?
Tank: You guys stand here. I'll herd them up.
*ten minutes later*
Being with a herding tank is especially tedious when the tank is new and not as tough as he thinks he is. I can't count the number of times I've heard a tank say, "I'm going to herd them, wait here." And then he proceeds to run out and promptly faceplant. And since he's in the middle of a nasty mob, the rest of the team has to wait while he comes back from the hospital.
The other problem with raising or removing the aggro cap is that it puts the rest of the team at risk if the tanker happens to lose aggro. That usually winds up with the rest of the team having dozens of angry bad guys targeting them, and often means a team wipe.
The number of targets affected by the biggest regular AoE powers (not Incarnate Judgments) roughly coincides with the aggro cap and the number of mobs in the biggest spawn. Obviously the devs intend teams to deal with single spawns most of the time, the exceptions being ambushes and Incarnate Trials. The AoE limits were put into place over time. It therefore seems unlikely that the devs intend to remove the aggro limit for low-level content.
Eliminating the aggro cap would let a team of incarnates aggro an entire map and then proceed to blow them away 24, 32 or 40 at a time with Judgements. On a team of 8 that would be as many as 320 mobs being defeated in a matter of seconds. That's one of those things that the devs said would trigger MARTY. Since that would reduce everyone's rewards for a time, herding maps would be the last thing we'd want to do. To avoid triggering MARTY you want to spread out the defeats over more time. -
I'm working toward the following build (currently at level 45). It has a different approach than yours, softcapping S/L/Energy defense, with decent ranged defense. I can follow along close behind brutes and tanks and benefit from FS along with them.
It might give you some ideas for increasing defense, albeit along a different dimension than you've been aiming for.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warp Nine: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal:36(A), Nictus-Acc/Heal:30(3), Nictus-Acc/EndRdx/Heal/HP/Regen:30(3), Nictus-Heal/HP/Regen/Rchg:30(5), Nictus-Acc/EndRdx/Rchg:36(5), Nictus-%Dam:34(34)
Level 1: Shriek -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/Rchg:30(7), Thundr-Dmg/EndRdx:30(7), Thundr-Acc/Dmg/EndRdx:30(9), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 2: Scream -- Thundr-Acc/Dmg/EndRdx:31(A), Thundr-Dmg/Rchg:30(11), Thundr-Acc/Dmg/Rchg:30(11), Thundr-Dmg/EndRdx:30(13), Thundr-Acc/Dmg:30(13), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 4: Howl -- Posi-Dmg/EndRdx:33(A), Posi-Acc/Dmg:33(15), Posi-Dmg/Rchg:32(15), Posi-Dmg/Rng:32(17), Posi-Acc/Dmg/EndRdx:31(17), Posi-Dam%:45(48)
Level 6: Siphon Speed -- Acc-I:50(A), Acc-I:50(19)
Level 8: Maneuvers -- RedFtn-Def/EndRdx:35(A), RedFtn-Def/EndRdx/Rchg:35(27), RedFtn-Def:35(27), RedFtn-Def/Rchg:35(29), RedFtn-EndRdx/Rchg:31(43), RedFtn-EndRdx:31(43)
Level 10: Hover -- Krma-ResKB:30(A)
Level 12: Speed Boost -- EndMod-I:50(A)
Level 14: Fly -- Flight-I:30(A)
Level 16: Shout -- Entrpc-Dmg/EndRdx:35(A), Entrpc-Dmg/Rchg:35(19), Entrpc-Acc/Dmg:35(21), Entrpc-Dmg/EndRdx/Rchg:35(21), Ruin-Acc/Dmg:36(23), Entrpc-Heal%:29(23)
Level 18: Siphon Power -- Acc-I:50(A), Acc-I:50(36)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/Rchg:40(42)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 26: Transference -- Efficacy-Acc/Rchg:29(A), Efficacy-EndMod/Acc:30(29), Efficacy-EndMod/Acc/Rchg:30(31), Efficacy-EndMod:50(46)
Level 28: Siren's Song -- CSndmn-Acc/Rchg:30(A), CSndmn-Acc/EndRdx:32(31), CSndmn-Acc/Sleep/Rchg:33(31), CSndmn-Sleep/Rng:34(33), CSndmn-EndRdx/Sleep:35(33)
Level 30: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Fulcrum Shift -- Acc-I:35(A), Acc-I:35(33), RechRdx-I:50(34), RechRdx-I:50(34)
Level 35: Screech -- Stpfy-Acc/Rchg:38(A), Stpfy-EndRdx/Stun:35(36), Stpfy-Acc/EndRdx:35(36), Stpfy-Stun/Rng:35(37), Stpfy-Acc/Stun/Rchg:35(37), Stpfy-KB%:35(37)
Level 38: Dreadful Wail -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(39), Oblit-Dmg/Rchg:35(39), Oblit-Acc/Dmg/Rchg:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(40), Oblit-%Dam:35(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+:44(A)
Level 44: Scorpion Shield -- RedFtn-Def/Rchg:45(A), RedFtn-Def/EndRdx:45(45), RedFtn-EndRdx/Rchg:45(46), RedFtn-Def/EndRdx/Rchg:45(48), RedFtn-Def:45(50), RedFtn-EndRdx:45(50)
Level 47: Tactics -- EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Amplify -- RechRdx-I:50(A), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
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Quote:I don't think you need to forget survivability. It's fairly easy to hit 32.5% ranged defense with a blaster through set bonuses alone. As a hover blaster you can avoid melee mobs' hardest-hitting attacks.Forget AoE. Forget survivability. Forget everything. (I may even give up on my anti-weapon rule) Forget it all. Except. RANGE.
Yes, blasters generally have a lot of melee potential, but I've played both blappers and ranged blasters, and ranged blasters generally have fewer deaths. There's a reason why modern warfare is conducted with sniper and assault rifles, and not swords and fists. -
I personally prefer more "generic" power sets. I don't really like the Epic ATs like Khelds and SoAs because they're so tied into a particular concept and look. Having MM pets like Robots, Ninjas, Mercs, Demons, etc., which aren't specifically tied to an existing villain group, can make you independent of the game world and lets you have a different sort of backstory if you so choose.
I've been trying the Beast Mastery MM set on Beta, and it's sufficiently different from the other sets to feel like something new. One of the interesting things about it is that the direct MM attacks (the Swarm, the Crows and the Hawk) are graphically depicted as "pets," even though they're just one-shot power invocations.
That is, instead of holding a gun or wielding a set of graphically similar powers (like Dark Blast), your direct attacks summon a swarm of insects, a hawk that dives down and whacks your target, or a flock of crows that inundates a spawn. They happen very quickly, flutter about a bit, and then disappear or fly up and away, but I really like the effects.
But your suggestion brings up another idea: an enchanter or mind control MM. Instead of having a fixed set of pets derived from the game, how about an MM that starts out with no pets, but instead has three semi-permanent Confuse-like powers. The first lets you bind up to three minions, the second lets you bind two LTs and the third lets you bind a boss.
Details about how long they stay with you and how their powers might work differently when they're controlled would have to be worked out (to prevent people from constantly controlling Nemesis LTs and intentionally getting them killed for the Vengeance buff, for example). -
Quote:Scramble Thoughts is not useless. It's a stun, and as such it makes the target unable to attack for 10-20 seconds, depending on how it's slotted. It's good for stunning foes who have attacks you don't want to get hit by, such as Sappers and anything that mezzes. While stunned they can't attack you back.As far as blasts go, Will Domination can come in handy but Scramble Thoughts is pretty much useless.
Will Domination is a single-target sleep. It's also useful for putting foes out of commission, but when you attack them they wake up again and can attack you. Sleeps often don't work against machines like robots, but stuns generally do. Scramble Thoughts is probably more useful than Will Domination for this reason, though WD does decent damage against targets that aren't resistant to Psi.
I notice a lot of denigration of stuns and especially sleeps. These powers will save your skin by taking one or more opponents out of the fight. Even if it's for just a few seconds, that can be enough time for you to finish off one or two other foes first.
In this game there is passive and there is active mitigation. Armors and defense bonuses are passive mitigation. Damage powers, powers with to-hit debuffs, KB powers and mezzes are active mitigation. For ATs that don't have access to lots of passive mitigation, you need that active mitigation to increase survivability.
The other reason it's useful for blasters and melee characters to take mezzes is the stacking rules. If you use your Scramble Thoughts on a boss at the same time a controller hits the boss's spawn with an AoE stun like Flashfire, the boss will be stunned immediately. Being able to lock down an entire spawn before they have a chance to do anything is always a plus. -
A is fairly plain, much like tights options we already have. B is likewise very similar to existing options. They're perfectly fine, but we can already make costumes like them with our existing options.
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The thing that really irritates me is multiple chained spawns. That is, when you click glowie A, which spawns boss B, which spawns glowie C, which spawns boss D. This can wind up making you sweep the entire map at least four times (or more, if the objective spawns in a place that's hard to spot).
This is especially annoying on huge outdoor maps with tons of places to hide, such as the KR maps. In theory it shouldn't be quite as bad on indoor maps where front, middle and back are supposed to work. But quite frequently objects spawn in out of the way locations, and you wind up having to run around the map multiple times.
There are some dev-created missions that do this, including one very annoying tip mission that chain-spawns Croatoa witches in a Crey lab. It's hard enough to get pickup teams to do tips in the first place (so many people only want to run Council radio missions), but when you get a mission that wastes your time running around the entire map looking for the NPC you thought you'd free but didn't click on to talk to, it's very annoying.
Similarly, defeat alls really bug me as well (and the devs, ironically -- one of the NPC instructors for AE advises against such missions). There are some small maps where it's okay (certain bank maps) because it makes sense, there's nowhere for them to hide, and there's only one way to traverse the map from the entrance to the vault, so you can't really miss mobs unless they flee. But defeat alls on outdoor and big indoor maps are a big no-no.