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Posts
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Joined
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Quote:They shouldn't. If you're actually seeing that, it's bugged. LOTG +recharge does not conflict with OTHER 7.5% recharge bonuses, but it IS subject to the Rule of Five for LOTG bonuses, because it shares the name with them.I was talking about +Global Recharge LotG, you can put as much as you want. I put them in CJ, Grant cover, Phalanx Fighting, Deflection, Battle Agility and Weave.
The 6 give me +45% global recharge (fyi hasten = 75%), which I find enough : 35 seconds cd on Shield charge, 9 seconds on foot stomp (yummy).
You should only be getting the benefits of 5 of them. -
Quote:Well now, that depends on what you're known for, doesn't it?If you're known on a server then you shouldn't have a problem getting a team.
Seriously, people can put a "player note" on anyone, and later on eyeball it before deciding to bring the player onto a team. You (the generic "you, not any particular poster) can't see the player notes over your own head, but that could explain why people seem to be avoiding you. -
I'm as slot-hungry as everyone else, but it's worth noting that part of the game is making a rational choice what to slot and what not to slot, and if we had enough slots to fully slot everything, we wouldn't be making the choice. As it is, thanks to ED making it moot to six-slot a lot of defenses, I already feel close to having "enough" slots; even a modest number of additional slots would let me just mindlessly slot everything up all the way and impose no decision-making at all.
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I'd be mildly surprised if you could soft-cap smashing and lethal on a Fiery Aura Scrapper without a lot of compromises to your damage-dealing. I decided not to soft-cap a Fire Tanker after looking it over carefully, and settled instead for a medium level of defense.
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Quote:I am having a lot of fun with a Fiery Aura/Dark Melee Tanker. It's clicky; unlike a lot of Tanker builds you can't just let the tanker stand there while you mash your attacks. You've got 2 heals which are critical to keeping yuo standing; potentially 2 endurance stealing powers (not everyone takes both, though you could), and Burn and Fiery Embrace to consider when to click as well. Then there's positioning Shadow Maul's cone. But it feels like a "good busy" instead of a "bad busy" situation -- properly leveraging these tools makes for a pretty unusual but effective Tanker.Of the three primaries you mentioned, I'd go with FA for extra spike Damage and the AoE potential of the Damage Aura + "Burn"
Psi trouble I understand...but why would Inv have problems with the two factions? I can't recall having had any issue with them myself. Remember that if you take one of the passives, Inv has decent end drain protection. -
I thought they were just expressing sarcasm about the lack of weather in Paragon City.
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Quote:In their forums, it looks like they're getting ready to test an I-19 "inherent fitness" solution soon, so I'd guess they are planning to be ready for I-19.Are the people currently responsible for Mids' going to have an update to Mids' ready to go for Issue 19?
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Quote:Aett already corrected this, but it's worth emphasizing that there's a lot of misunderstanding in this post. You ARE soft-capped against anything up to +5. They may have a higher-than-5% chance to hit you, but you cannot reduce that any further by adding defense: hence the term "soft" cap...you can go over the "cap" but it has no effect on the chance to be hit.There seems to be a misconception about what the soft-cap is. It is not the maximum possible defense you can get. It's the point at which more defense doesn't buy you anything against even-con, 50% to-hit, PvE enemies on the first attack.
This mean that:
1) If you're soft-capped against even-con opponents, you are not soft-capped against +2 level opponents.
2) You are not soft-capped against opponents with higher accuracy/to-hit bonus, which includes PvP opponents.
And 3) if you do get hit by, say, an assault rifle burst your defense will be reduced by 7% for 8 seconds. Voila! You're no longer soft-capped. If you get hit by other such attacks (as you often do when facing large spawns containing Council Marksmen), you will quickly lose a great deal of defense in the infamous defense cascade failure. Since defense debuffs are extremely common this is a serious consideration.
Because of this, the soft-cap is not really a cap at all. It's just a convenient term used to describe the point at which striving for more defense provides diminishing returns. Exceeding the soft-cap is still very desirable because it lets you fight higher-level enemies more safely, and prevents defense cascade failures. But because it can be so expensive to do so, it's usually deemed sufficient to hit the soft-cap to create a solid character.
Opponents with large to-hit bonuses will indeed hit you more easily, but a) there are not that many of them, b) you can plan for it and take out the bigger dangers first, and c) usually the amount of bonus is so huge that it's almost moot; it's really hard to get enough additional defense to make these bonuses useless, so most folks just play around the problem. And it's not as bad as it sounds.
Lastly, cascade failure happens to people without DDR (defense debuff resistance). Higher DDR can make these debuffs essentially ineffective. My Invulnerability Tanker, for example, runs about 5% over the soft cap with one foe in range, and has only 50% DDR, and rarely gets driven down to the soft cap even by masses of debuffing enemies. My SR Scrapper has 95% DDR and shrugs off pretty much all resistable debuffs.
I've never played Ice, and someone who has will know more...but it has 3 powers granting DDR, and one of those appears to be enhanceable, so it gets significant DDR. Coupled with the slows dramatically reducing the enemy's chance to stack click-type debuffs (like sword attacks), it should be pretty hardy against cascade failure.
Exceeding the soft cap does give you some protection against cascade failures, particularly if you have only a medium amount of DDR (it's not really necessary for SR's 95% DDR), but it does nothign to help you fight higher-level enemies, unless you're fighting above +5. In which case, good luck! -
Ok, I finally put a build in Mids'. Take a look if you'd like.
This is a general-purpose build. I aimed for medium or slightly higher typed defenses without compromising the damage or recharge on the AoEs -- Burn, Fire Sword Circle, Combustion, and Fireball.
Oh, and Fire Sword is for concept (although I also like the animation).
Level 35 for most of the set bonuses, to facilitate mid-level exemplaring.
Global recharge and accuracy are nothing special.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
L'Oriflamme: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 6: Fly -- Flight-I(A)
Level 8: Combustion -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(21), C'ngBlow-Acc/Rchg(21), C'ngBlow-Dmg/EndRdx(23), C'ngBlow-Dmg/Rchg(50)
Level 10: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Dmg(25), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Acc/Dmg/EndRdx(31)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Burn -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Acc/Rchg(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33)
Level 20: Stamina -- EndMod-I(A), Efficacy-EndMod(34), Efficacy-EndMod/Rchg(34)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 24: Boxing -- Acc-I(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(46)
Level 28: Fire Sword Circle -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(39)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(40), LkGmblr-Rchg+(42)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(46)
Level 41: Char -- Acc-I(A)
Level 44: Melt Armor -- Acc-I(A)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), JavVoll-Dam/End/Rech(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
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Set Bonus Totals:- 21.75% Defense(Smashing)
- 21.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.75% Defense(Energy)
- 21.75% Defense(Negative)
- 3% Defense(Psionic)
- 12.38% Defense(Melee)
- 12.38% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 22.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 154.61 HP (8.25%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 24.2%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 8.5% (0.142 End/sec) Recovery
- 10% (0.782 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
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Quote:Word. Or actually most Defender builds too. I started on a Defender, but by blind luck chose one who had significant status protection (a Forcefielder, who gets good protection from 3 of the 5 primary status effects: stuns, holds, and immobilizes). Later, when playing other characters without status protection, I was shocked to learn all the types of critters that stun and hold and immobilize -- something that I'd completely failed to notice on my first character.If you want to test out the game, a brute/scrapper can give you the best 'feel' for how things work.
If you want to learn the game, play a blaster.
Scrappers are hardy adventurers and soloists, but they may give a newcomer a distorted idea of what's "hard," what's a standard amount of damage to do, and which mobs have which powers. -
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I'm a pen-and-paper gamer from long back, and a superhero gamer since first laying eyes on pen-and-paper Champions (the pre-hardback early edition). My name is listed in the playtesting credits for the 4th Edition, the "Big Blue Book."
So I was intensely interested when the first serious superhero computer game was about to be released. Well, it sank into the swamp (vaporware). But the next one was exciting! It, too, sank into the swamp. The next one burned down, fell over, and then sank into the swamp. But the fourth one stood! No it didn't. Game after game failed to materialize -- the famous "curse of the superhero game." Probably the bitterest disappointment was when the X-Com series superhero modification failed -- the code was already all written and the game was supposedly on the brink of release when it too burned down, fell over, and then sank into the swamp.
When COH came out I didn't have a computer that could run it, but within a year or so, I did. My attitude therefore is not "oh look at this!" or "wow, superheroes," so much as it is "It's about time." -
Yes, I've found that unless I want to pay big bucks for hot salvage, I cannot IO out a toon even with generic IOs in anything like a few days, and even if I overpay and get instant gratification salvage, I cannot zone to base, craft and slot ten, zone back and shop, zone to base, craft and slot ten more, and so on and have any time left to play in a given night. SOs on the other hand can be bought and loaded into slots in about the same amount of time some players are checking their laundry or getting a snack, and then I'm playing with my team again.
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I have two Perf Shifter procs on my Spines/Dark Scrapper. I don't know when they fire, specifically, but boy do they sure show up a lot in the combat log spam!
The same character also has a Theft of Essence: Chance for +Endurance proc in Dark Regeneration. It's overkill, but it's funny to see so much endurance generated. -
Quote:Shield Charge at 26 on a Tanker.You have to wait until 38 to get AOE via Footstomp (well, Shield Charge at 32, silly me).
Very nice if one is level-locking in the early 30s for rolling recipes, because you can still six-slot it (or 5-slot it if you stop exactly at 30). Not that I've looked at doing that or anything.
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Quote:Sure, I know that. I'm not arguing the DPS is better. But a lot of the time, once I do the three Broadsword attacks, the foe is down, and the 0.66 second advantage of the Katana attacks is hard to feel as I scan the crowd for the other Sapper or wander off down the hall looking for more targets.Are you missing how long the attacks take? It's not really fair to compare three attacks vs. three attacks when the Katana attacks are significantly faster. In fact, it spits out four attacks and is working on its fifth in the same time frame.
Head Splitter -> Disembowel -> Hack takes 6.07 seconds and does 435 damage (Mids' unslotted). In only 5.41 seconds, Katana can do Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut for 404 damage. The Katana chain is doing more damage faster, even if it takes more attacks to do so. It's not a huge difference, in this case 75 DPS vs. 72 DPS, but it IS in Katana's favor. -
I'm finally respeccing out of Vigilance, since Stamina as inherent largely replaces it.
Wait...what? -
Quote:Time for a bump!We really could use some greater variety in Targeted AoE. They're all recharge-poor save for the PVP set.
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Bumping again in since it seems the Devs are making so many QOL improvements these days, and another issue is in the planning stages.
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I misunderstood and thought you were suggesting players could cash in their existing SHOs for 10 Alignment Merits. That seemed...wrong.
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The thing that hasn't been mentioned is that, when dealing with specific sets for set bonuses, many sets have been designed so that the do not add enough enhancement to get every type of enhancement to the ED cap.
For example, the top level Touch of Death set, at level 40, only gives 43.4% enhancement to recharge -- nowhere near the ED "soft cap" of 95%. You could use lower-level Touch of Death IOs so that you'd get the set bonus when exemplared, but then you'd get even less recharge enhancement.
Many, many sets -- maybe all of them -- are like this; there's nothing that will give you 95% acc and recharge and damage and end reduction, for example. You can get enhancement like that, or close to it, but you have to "frankenslot," giving up set bonuses. You can't have it all.
There are benefits to going as low as possible -- earlier set bonuses when exemplaring -- and benefits to going as high as possible -- better enhancement % especially in areas where the set is weakest.
If the Devs have done their job right, it's complicated enough to hold our interest and defy simple solutions. -
Well, to be perfectly honest, I'm defining "burst damage" mostly in terms of killing something in 3-4 attacks. Between Headsplitter, Disembowel (I know the attack-chain aficionados are hyperventilating reading that) and Hack, Broadsword cuts down stuff 1-2-3, and the enemy is often knocked down or up in the process, often without doing a lot of damage in retaliation. Looking at Red Tomax, to me it looks like HS/Dismbowel/Hack all do more damage in one single 1-2-3 cycle than their Katana equivalents -- or am I missing something?
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I find a Shield Tanker at least as easy and cheap to softcap as an SR Scrapper. Shield also makes Axe's already decent crowd damage even more crunchy.
But that won't make you like something you don't. Between the ones you list, I suggest Axe/SR brute for two reasons:
1) If you are mostly interested in Axe (the other powerset seems to be a secondary consideration to you), SR's Quickness will give you freshly recharged Axe powers to click more often over the character's career.
2) Castle once said he was enjoying an Axe/SR Brute a lot.