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It occurs to me that one nice use for taking a power that you don't have a lot of slots available for is for Shield Tanks to move Grant Cover earlier. People usually put 1-3 slots in it at most, and a lot of builds take it late just for the defense debuff resistance. Now we can take it pretty early (it's in our primary!) without giving up much, and get the DDR but also be a little bit more supportive of teammates.
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Quote:Ever been to a Tanker Tuesday? Try an experienced all-Tanker team out.One of the problems, though, is that Tankers stack very badly. On a team of 8, more than about 2 tankers will result in aggro fights, as each tank tries to position for their own AoEs.
Also, Blasters may not get in each others' way, but I see a lot of complaints about "corpse blasting" -- attacking a target the other guy just killed. -
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I think you really only need sustained dps to fight monsters and AVs...and maybe EBs if you're solo or duoed. Everything else can be defeated by burst damage, and Broadsword has very good burst damage. I've found it to be good mitigation just from killing off things, let alone the knockdown, knockup, and parry powers.
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Quote:Aren't Ripper and Eviscerate capped at 5 targets?I used to farm with my Spines/DA Scrapper, and the only thing that drives me bonkers IS the Ripper/Eviscerate element. Some folks roll a Spines because they think it has three AOE attacks, when in reality, Ripper isn't an AOE attack. It is, but it isn't..the cone dynamics on it stink...it doesn;t always line up consistently, and the range on it is terrible- same for eviscerate. Bttom line is- it's not going to hit 8-10 mobs usually. Maybe 5-7 if you're good at lining it up and the enemies are working with you....
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Quote:Why not the other way around? The power already does knockback...spending time and effort charging up could turn that into knockdown, at the cost of extra animation time, lowering the attack's DPS.Knockback Control: clicking a KB power will make it cause knockdown. Charging up a KB power will make it cause knockback. Greater charge causes more knockback.
I say that because I'm always annoyed that people want their own conception of the best attack to be faster-animating, and the heck with the other players. But turning it around keeps the attack from becoming better DPS -- either you're knocking them back, and reducing your DPS chasing, or you're knocking them down taking extra time, which reduces your DPS...the attack doesn't become more powerful. Balance maintained! Except....
Only those who know the secret of using a wall would be able to use knockback attacks without any loss of DPS. But (apparently, judging from the endless complaints about knockback) there aren't enough of them in the game to make a difference in balance. -
I don't really have a preference; I guess I don't really mind kill-alls as c game convention.
But historically it's silly. In historical battles there have been very few kill-alls (perhaps Cannae counts, heh). In fact, battles in which one side takes very heavy casualties, is defeated, retreats on a long retreat and suffers additional casualties, yet winds up with 50% of its original strength are often characterized as "destroying that army," decisive, even war-ending. And that's basically "kill, wound, or scare off half" -- a far cry indeed from "kill all."
Same goes for organized crime, if you think in terms of police. Nobody ever expects to end organized crime; merely nailing most of the top guys in one or two syndicates is hailed as a major blow.
In terms of immersion, I always find it funny, rather than frustrating, when a contact chides you for failure after you completely destroy a base, capturing or killing everyone but two errand boys sent out for pizza and that one part-time accountant on the third floor, and seize all their money and weapons. Too bad they got the better of you this time! -
Quote:Well. You can't softcap resistance; resistance has a hard cap (in the case of Tanks, it's 90%). The term soft cap is generally only used for defense, because the hard cap on defense is way higher (like, hundreds of points) than the point at which no additional defense will provide any ore protection: hence, a soft cap.I have a tank in retirement, but wanted you guys/gals to weigh in on her. I have a hard time trying to soft cap her RES and her DEf is difficult for me to boost up.
you alos can't hit the hard cap on resistance on a Fire Tanker to anything but fire resist. With Tough you can nudge the smashing and lethal resistances over 70%, but set bonuses won't do you much good (you could get a little bit of smashing (but not lethal) resistance by slotting sets of three Kinetic Crash IOs for 2.5% each, but that's a lot of slots for little benefit, to only one type of resistance, and that's the best resistance bonus you can get that can be stacked (there's one unique PVP IO that gives 3% res to all but it's probably the single priciest item in the game world...and it can't be stacked, because it's unique).
You can work on defense and regen and various things (although note: set bonuses to healing will not improve Healing Flames, because they don't work on any power that gives resistance, and HF has toxic resistance)...but once you've got Tough and your two fire shields slotted to around the ED cap for resistance (56% or so) you're not going to be able to add significant resistance on top of that. -
It's not caves per se that bother me. What really annoys me no end, however, are the little obstructions sticking out from the cave sides that your character gets hooked on, often badly enough that only the /stuck command gets you loose.
Whether it's torches in COT caves, mineshaft supports, or whatever, the idea that every tunnel should be lined with small projections that hook, snag, and trap superheroes is dumbfounding. Super-powered beings don't look too cool when they're trapped on a torch, hooked on a pole, or stuck in the scenery for the eighteenth time while trying to walk the fortune-teller out.
My computer has never been able to handle the graphics totally smoothly, even when it was newer and above the game's midline requirements. It typically hesitates or speeds up a little in turning; enough to make it very hard to precisely wend down the center of a twisting corridor. Sooner or later, no matter how careful my efforts are, I find my hero or villain wedged in behind a post, having to make a 120-degree turn and wiggle a bit to pop loose -- sometimes right into the projection on the other side of the corridor -- before finally straightening out and accelerating right into another goddamned post.
Since there's no actual roof weight to support in a virtual world, and no actual fuel source for the light the torches make, I wonder if these were put into the game in some misguided attempt to reward super-quick reflexes married to faultlessly overpowered machines, and penalize all the other players. If not, what do these minor but ubiquitous snags and baffles add to the playing experience? -
Quote:Well, the heart of my suggestion is that it requires no art or animation resources at all, seems like a simple change, and would allow additional imagination/creativity at a relatively small development cost.while we're at it:
windows and skylights
selection of windows:
orbit, underwater, moon, forest, mountain, arctic, high rises, slums, etc
New base stuff would be great, but consumes different resources (and probably more of them), and there are probably other threads on that specific topic. -
Raindancer uses the "energy" custom Shield, colored blue, to represent raindrops making ripples on water's surface tension. It works pretty well when you see the animation in motion -- that shield type has little pulses and ripples flowing in it.
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Okay...here's something I don't understand.
Quote:There's an HO (Enzyme) in that. Resulting total enhancement is 48.55% defense (the ED cap is roughly 56%). My resulting total ranged defense in Mids' is 45.2%.Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), HO:Enzym(23)
If I take the HO out, and replace it with a fourth LOTG, I can get better defense enhancement at the cost of some endurance drain -- 56.4% Defense enhancement.
But my overall Ranged defense total in Mids' drops to 44.8.
I know the HO gives defense enhancement, but it gives the power lower defense enhancement than that alternative -- why does my defense drop when it is removed and replaced with higher percentage defense enhancement? It doesn't appear recharge is affected...what am I missing? -
Thanks. My rationale was that between Lightning Rod, Shield Charge, and Thunder Strike, she'll be doing a lot of big booms that knock everything down. The Daisycutter bomb was designed to knock everything down in a wide radius with a huge explosion.
Fury -- thanks -- I will import those for a look, and keep tinkering. So far the character has been doing okay without a movement power, just using Ninja Run; but it looks like slots are limiting these builds moreso than having taken a travel power, anyway. -
A bit lengthy, sorry.
I've been struggling with a build -- the first complex build I've done in Mids' -- and I'd like to get advice/assistance from anyone who likes tweaking the finer details of a build to reach a set of goals.
Of course I want a lot from this build -- perhaps more than is possible.
Here's what I have so far, then I'll discuss goals.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Daisycutter: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(25)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(50)
Level 2: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(23)
Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(9)
Level 6: True Grit -- Heal-I(A), Heal-I(37), Heal-I(39)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), Armgdn-Dmg/Rchg(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Swift -- Empty(A)
Level 16: Against All Odds -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(34)
Level 26: Kick -- Empty(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(50)
Level 44: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 10.2% Defense(Smashing)
- 10.2% Defense(Lethal)
- 13.3% Defense(Fire)
- 13.3% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 17.4% Defense(Melee)
- 12.1% Defense(Ranged)
- 18.9% Defense(AoE)
- 1.8% Max End
- 2.5% Enhancement(Held)
- 71% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 115.5 HP (8.62%) HitPoints
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 8.55%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 6.5% (0.11 End/sec) Recovery
- 40% (2.24 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
- 4.5% XPDebtProtection
Code:Some parameters: All sets are at level 35 or their highest level if that's less than 35; non-set stuff is 50. I exemplar some and have arbitrarily chosen 35 as a target. Some one-slotted stuff I didn't fill for this exercise.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1422;687;1374;HEX;| |78DA9D93DB4E13511486F7CCB494D24E0F9472867228278B950A1ED00B130513129| |B10315E28D00C65434727A5E90C48B9F2017C056F8C3E84F1893CDE2120425D87DD| |1262E28593F6FF3A6BD6BFD7DA5DB3F3FB0B61215EDF135AE48163B96E61A558B52| |A15596DCDEF7A9667EF94430B96EDD68ABB9E27AB012144AA9151C84B47CAECA223| |8B5ED52E5A0E072E9E2FC82D59766576A5644B67B3711B5F2A97645596BD6CE3477| |87967C7C93EB4BDB2745D53DD6C973CBBBCDD46772B152937E3F473A9BC67BBF686| |EDD85EAD7DB16217B3F71DEB4016F2960BFDD5BAA1C129F81E9A425D75BF7806181| |1FA73426495105B2374AF330A84B60B974F746818F2C5082D09426B9290EB020C88| |2348D75411EDB38E21FD0B21FC9510F94668FF4EE8FC410881CB205BDD30FE51240| |C797ECED3FD69404EA419E38C134808A8F2813DDEC02B42789FF75823B41F103AE7| |757499E00AB24B0B66D8C5388627217EA287325462E212FC50CDE48E8459874B44C| |012D5348A442912809CB8CA8953A4152209B58FC41055EAB884282C92549624EFFD| |14425D6A6B5D5B94D5BBCD2811FA6DC60BC2F04B9E3054EA6197E8A1DA0644FA786| |95FDF0C2D3D91234C5D67CC32E6780E903EA04633C0A319E4D10CF26806B9BD3368| |2FA5DA4B9DEA181AFACD38639C1386EB0C6120E2262ABB46D835CAAE51768DB22BC| |DAE34BB46A0A731F5F78DF11CC62FE11D2C3BA9969D3C24EB959F8C23C60961FA98| |90FB45780FAE8C726534035FCC699D6110AEFA187E460BE103B8B2EA806467E97DB| |A36C7B8C9B841C8DD22C4207D464D768606D2EF6B9E30F860E4D15F91655FF35809| |8D22A98B9C7A30D67CFABFD7C77063B9E0E336D02728CB284F515651D650D6512C9| |40D94224AFD53D31DBD8D7DCDA3DC41B98B9284FEC41BCC0CE0610AA184514C9408| |4A1425869240E945798B52FF03B0310EC0| |-------------------------------------------------------------------|
Goals and restrictions:
- Soft-capped to all positional defenses
- I'd like to keep this many attacks -- specifically two single-target (any two of Charged Strike, Havoc Punch, Chain Induction), two small AoEs (Jacob's Ladder and Thunder Strike) the two mini-nukes, of course (Shield Charge and Lightning Rod) AND Fireball. I don't care about the other powers in the Fire ancillary; I took the ones I did pretty much just for their set bonuses.
- I don't want to six-slot Build Up for the Gaussian's set if I can at all help it. Since I am using level 35 sets, the low recharge would prevent BU from synching up nicely with the two mini-nukes. I would like to keep them as close as possible in recharge. I'm not against using Gaussian's in something else, like Tactics. I know it's great all-around defense.
- I would like to get as much resistance as I can into the build along with the defense. I wish this build slotted True Grit for resistance as well as life, for example.
- Global recharge is NOT as critical to me as it might be to other folks. I'll take what I can get but I'd rather have what I listed above.
Known flaws with my build above:
- It does not hit the soft caps everywhere (ranged in particular is way short at 39% and melee is 44.5%).
- It does not six-slot Fireball (I have OCD issues with only 5-slotting an important attack).
- It doesn't have any end recovery uniques and little in the way of recovery bonuses.
- It doesn't use any HOs (primarily because I am not well-versed in HOs and uncomfortable with the dual-use exploit, and anyway I am more interested in set bonuses that give defense
I've read Fury Flechette's most excellent guide. My build is vaguely like his "Expensive" build but I am trying to keep more attacks and keep BU recharging with the mini-nukes, and am giving up recharge, recovery, and regeneration to do so.
Is my wish list even feasible? And am I crazy to like so many attacks at the expense of recharge and possibly other goodies?
Thanks for reading and extra thanks to all who try to help! -
Quote:For Scrappers, it does much, much better than doubling your chance to crit.Eagles Claw is a decent attack for Burst Damage, but honestly the animation time is really really bad. If not for the buff with the last issue I would say to skip it. However, since the last issue, for two seconds after using it your critical chance goes up(doubles I think)
Quote:Scrappers Eagle Claw: Eagles Claw now increases the Critical Chance of Martial Arts attacks by 33% for 2 seconds after it has been activated
Eagles Claw itself, of course, still has a 15% chance to crit everything.
It may be slow, but it's your gateway to seeing double damage. -
Apologies if this has been suggested before -- I ran searches on name and base with predictable results.
Although workarounds exist like using the Message of the Day or the SG motto, it would still be a nice little extra to be able to name one's base something other than "my base." A Fortress of Solitude, a Batcave, a Xavier's Academy, a Titan Tower, a Baxter Building, a Moonbase Alpha -- there are many examples in the literature.
Players could certainly be creative in naming their own bases, they wouldn't need to rip off existing comics. A dog-themed supergroup could have a Dogs' Den, and the coalition partner for new members could be the Puppy Crate. My Minotaur could have a Labyrinth or a Palace of Knossos, and so on.
How to deal with the fact that the list of bases accessed at the base portals currently clearly distinguishes your own base and the SGs/VGs that own the other bases? Well, more text could be crammed in somehow...the list might read like this:
Apartment 12B (your base)
The Dogs' Den (Terriers base)
Joe's Bar (Mafia Hitmen base)
This change would have limited effect on the game, but it would introduce another layer of customization and (I hope) increase immersion for some players, and it doesn't require much in the way of resource commitment -- no art or animation time, no new powers or rules, just a text field stored somewhere and called up in a few places (the SG information sheet screen, the base selection popup list, perhaps a few other places. -
These NPCs can add to immersion sometimes, but other times they can really break your immersion. Sometimes, just as my flaming Tanker faces off against a Freak Tank wielding huge, razor-sharp metal blades on his hands, and the ground erupts into fire as I lay down a Burn patch, some stupid civilian runs back and forth between us, then stands in the Burn patch unhurt.
"F34r m3, h3r0! I wi3Ld the...excuse me...p0vv3r of...pardon me, sir...1o vv00dch1ppers...do you MIND, citizen?"
"I'm not af...down in front, dude!...afraid of you, Freak! Come...miss, you might not want to stand there...get some! Team, take him...please, sir, we're a little busy...DOWN!" -
I personally have a hard time underslotting my AoE attacks. Can't you find slots to do that? All my Tankers have been able to six-slot 4-5 attacks at least.
Right. The great beauty of Dark is that it has a lot of tools and resistances to protect you AND if it can do that for 15 seconds, you can survive nearly anything, because Dark Regeneration will make all the boo-boos better. I would regard regeneration set bonuses as superfluous -- who cares if they move you from 400 life to 575 life over the course of several seconds if you're going to hit DR and get 100% life back anyway? -
Curiously, both players who are denigrating Blasters in this thread have "Dark" in their forum names. I wonder if they'd have different opinions if the Devs had proliferated Dark Blast to Blasters.
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Seems like perhaps you should post your build and let people look at the whole character and how you're slotted -- maybe we can help.
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Since Lightning Rod and Shield Charge do not report to the combat log spam, I am reduced to trying to sort out all the overhead numbers in the heat of battle, and I'm still not confident I've seen evidence either way.
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I finally broke down and downloaded Mids' planner. I am still getting the hang of using it.
The help instructions say "Enhancement slots can be removed by shift+clicking on them, you can then place the removed slots into another power. Double-clicking a slot will quickly pick it up to be moved somewhere else."
Atr first this worked once or twice, but not consistently. Now I have a level 50 build with all slots and some set placed, but neither shift+clicking nor double-clicking a slot lets me remove or move the slot. I've tried toggling the "level-up," "complete," and "no slots left" states in the upper left but no dice -- shift-clicking only turns the power on and off (moves it from green to blue and removes it from the calculated totals).
What am I doing wrong? -
Personally I'd give a cookie (or buy a booster) that had various aircraft-style fixed wings. And I'd pay double if the pack included WWII fighter wing shapes and national insignia.