Saltyhero13

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  1. Quote:
    Originally Posted by ketch View Post
    At the moment, I'm favoring Earth/Sonic, Fire/Cold, and Plant/TA. They all seem potent with some nice conceptual pairings too. Thermal still has me stumped.
    Looks like a solid line up! You can always do Earth/Thermal and maybe a Grav/Sonic or some other pairing.

    On second thought I can't recommend Grav/ with a straight face.

    Quote:
    Originally Posted by Local_Man View Post
    My Illusion/Cold is a "Florida Snowman" . . . because a Snowman in Florida isn't real, so he must be an Illusion.
    Cute.
  2. Quote:
    Originally Posted by ketch View Post
    Prior to GR I finished up my goal of having one of each control primary at level 50. Now I've got an Electric controller under way to complete the set. With one goal nearing completion, my mind has turned to experiencing all that controller secondaries have to offer. Until this point, I have definitely played favorites with /radiation and /storm.

    At the moment, I am considering an Earth/Sonic (for all around debuffing), an Ill/Cold (a nice means to stack defense on allies along with some very nice debuffs), and pairing any of mind, illusion, or plant with Trick Arrow. So, I ask, what pairings do you find enjoyable for the following secondaries (those that I haven't used yet): Cold, Thermal, Trick Arrow, and Sonic. Tell me about your experience with those combos or anything else that you think would be worth considering. I look forward to hearing your contributions.
    I'll strongly recommend Fire/Cold and Ill/TA for pairings.

    /Cold helps Fire/ toughen up its Imps and manage its endurance woes. It also has some additional control that help fill in Fire/ gaps in control. I have a Fire/Cold/Stone at 50 that is pretty fun to play. I can't wait to finish IOing it.

    As far as Ill/TA goes, I echo the other posters' sentiments about this pairing. Not only does /TA help fill in Ill/ control gaps and provide a means of debuffing foes for PA (who are unbuffable) there is one more reason I think these two synergize well together: Compared to other pets PA seems to transition to ranged attacks the best after OSA is lit. Observing other pets, they seem to get "stuck" in melee for some time before they commence attacking again.

    Though I have only played Elec/ paired with /Rad on live, "on paper" /Thermal and /Sonic seem to have some good synergy with Elec/.
  3. Quote:
    Originally Posted by Thunderboyz1 View Post
    Title says it all. I'm curious to see the pros/cons of Dm/Fiery, etc. Help is greatly appreciated!
    Carnifax made some great points.

    Another nod for brute here. Brute's Soul Mastery PPP offers tools that bolster survivability and AoE capabilities. Unfortunately no Scrapper Epic pools offer the same benefits. If you go Scrapper, Soul Mastery's Shadow Meld is a choice I would consider for survivability. For additional AoE you have several other choices to consider (e.g. Blaze, Mu, to a lesser extent Dark).

    There was recently a thread on the scrapper forums looking for advice on this combo: http://boards.cityofheroes.com/showthread.php?t=247817
    You may have more luck on the Brute forums though.
  4. Saltyhero13

    Dm/Fiery

    Quote:
    Originally Posted by GeoForce_NA View Post
    Hello,

    I'm tempted to make this build. And I was wondering this Pros/cons of this. The -To hit should help with survivability, and Fiery Embrace is just waiting to be used! And builds, guides, etc?
    Werner pretty much nailed it with his comments.

    I'll chime in and elaborate with my experiences as a 50 DM/FA Scrapper and and a currently leveling (@20+) DM/FA Brute.

    Some of the Pros of this combination:

    • the unique synergy of getting access to two Heals, two End Drains, and two damage boosting powers.
    • Dark Melee lacks AoE; Fiery Aura helps fill this gap with Burn and Blazing Aura.
    Some of the Cons of this combination:
    • Lack of KB protection (IOs or Acrobatics help mitigate this)
    • Lack of AoE (Epic Power Pools can supplement with access to AoE)
    • /Fiery Aura on a scrapper just feels squishy.
    • The - To Hit is not significant enough to make much of a difference IMO. Its single target and resistible.
    As a scrapper DM/FA I offer two build approaches using IOs:
    1. Build for recharge and some defense (+15% to all). Pick up Soul Mastery for access to Shadow Meld. With the right slotting this will soft cap you like a mini "MoG" (from /Regen). If used proactively it will allow you to deal with burst damage and alpha strikes, greatly increasing your survivability.
    2. Build for S/L defense with a secondary focus on +recharge and a tertiary on +HP. ~30-35% S/L Defense is good; if you manage to get more without sacrificing too much, go for it.
    I recommend checking out the Brute forum as well for advice on this combination. IMHO DM/FA is one of the combinations that looks great on paper but doesn't play out so well in practice. It takes considerable IO investment to mitigate its lack of survivability; for the same investment you can get more out of other combinations. With that said I just rolled a Brute DM/FA to see if the experience is more enjoyable.

    Good luck with your DM/FA!
  5. I ended up going with S/L defense on my DM/FA brute with recharge as a secondary focus. So far so good.

    On squishy scrapper secondaries I like Soul Mastery for access to Shadow Meld. If you go this route I recommend clearing ~15% defense to all postitions and types. This will ensure Shadow Meld puts you over the soft cap when activated. Use Shadow Meld proactively in this case.

    As far as the lack of AoE goes Burn recently got buffed and is no longer considered a throwaway power. You may get some mileage out of it.

    Good Luck with you DM/FA Scrapper!
  6. Looking at Elegost's build it looks like I went in a similar build direction with some minor variations. The key variation is that I took stealth vice maneuvers. In the end his build looks tougher and has a higher accuracy where I have better recovery defense and better global recharge. It is indeed an expensive approach.

    Quote:
    Originally Posted by Greenykins View Post
    "IMO there is more wrong with the build but following this advice will get you in the ballpark."
    Can you say what you think is wrong with it?
    Fair enough Green. The build is not terrible by any means I just think you'll get more mileage out of investing in IOs that provide global recharge and consider defense bonuses as a secondary focus.

    Since I already commented on the HOs the first place I would start is following Elegost's slotting recommendations for the heal powers. Doctored Wounds is a nice cheap set with good bonuses.

    I don't understand your slotting for Shockwave but I'll assume you plan on using it only for mitigation through KB. I would put a Posi set in there or look at slotting with the Ragnarok set.

    Why take Challenge and Intimidate? Those just seem like odd ducks to me. Is it for concept?

    The Body pool? With Quick Recovery and Inherent Stamina is more recovery needed? I am going to recommend Soul mastery in its place as a far superior choice. This is especially true if you go with a recharge heavy build. Regen typically has a tough time with alpha strikes and burst damage. With the right build, Shadow Meld can soft cap you right before you jump a mob. This will considerably soften the blow allowing you to deal with the alpha with more safety.

    Take Soul mastery and use Shadow Meld proactively. You will not regret it. The whole switch from hero to villain and back takes 8 days. Just make sure you use your Hero merits before you start the switch so you don't loose them.

    Good luck with your build Green! I hope that helps.
  7. Quote:
    Originally Posted by Greenykins View Post
    I know, double post bad. But no one has replyed (wich I'm taking as a good thing actually) and it's been a wile since the OP. After thinking it over and going back into MIDs and checking out Wentworths, I've created a revised build and will be going onto test to try this one out.
    Just a few quick comments:

    • If you can afford Hami O's I wonder why you don't just invest in an IO build that focuses on recharge sets to begin with.
    • I would seriously consider looking at the Soul Mastery pool for Shadow Meld instead of the Body pool. Regen doesn't need extra recovery unless its poorly built to begin with. Soul mastery offers a mini MoG like power (think defensive build up) that's not quite as powerful but is available more frequently.
    IMO there is more wrong with the build but following this advice will get you in the ballpark.
  8. Quote:
    Originally Posted by Djeannie View Post
    Fixes to gravity? when did someone say they were going to fix gravity. Are these the same kind of "Fixes" that statesman did years ago, where he gutted the crap out of the Singuarity's resists and yet didn't add anything back like the ability for the singualarity to get healed? If those are the kind of "Fixes" then they can keep them.
    I know! Tell me about it!

    As far as answering your question about the fix; here is the short and the long:

    I wouldn't get too excited, the fix only hinted at Propel getting a new shorter animation.

    Pre-i18, one of the devs (Castle??) posted in the 'troller forums hinting that Gravity control was going to get some love in the form of shortening Propel's animation. Players, during the i18 closed beta(NDA has since been lifted), were speculating what the fix could possibly be and began discussing how they would fix Gravity if they were "a dev for a day". The same dev dropped in on that topic to let us know that Propel was in the animation department's queue for things to look at but it was unlikely that they would be looked at and addressed prior to the release of GR.
  9. Quote:
    Originally Posted by Deacon_NA View Post
    I'm posting this to ask the Ill/Rad crowd what their tactics were for dealing with LR.
    Did you try stacking confuse on LR during his summon phase? Getting him to attack the spawned pets would be my tactic (even though they may not turn on him).
  10. Quote:
    Originally Posted by seebs View Post
    Disclaimer: I can't skip Hurricane, even if you think I should. The character concept is such that his idea of high-brow entertainment is to "git tore up", go to the sewers in Atlas Park, go into a group of Hellions, pop Hurricane, and laugh until he pukes.

    But apart from that, I'm pretty much open to suggestions. My usual habit on trollers is to skip the single-target immobilize at least for a long time, possibly never taking it. I am inclined to like Spirit Tree, not because it's an amazingly awesome power all the time, but because I grew to love having Triage Beacon as backup on a traps/ defender. Also, it can block doors. Obviously, Seeds is the reason to play a plants/ troller to begin with. Gale's unskippable by design, though not very popular.

    Everything else at least looks good to me on paper...
    For i19 I plan on skipping Spore Burst and Vines from Plant/ as well as Snow Storm and Thunder Clap from /Storm. Currently on live I skipped the mentioned powers in addition to O2 Boost. I may consider swapping O2 for Snow Storm.
  11. Quote:
    Originally Posted by Gobbledygook View Post
    ok. So I have to become a vigilante first?
    No. You must become a full villain in order to be able to do a patron arc.
  12. Saltyhero13

    Power Boost?

    Quote:
    Originally Posted by StormyDarkness View Post
    Does this mean that Link Minds from Psionic Mastery can be Power Boosted? It doesn't look like the 2% psionic resistance can be enhanced...
    According to ketch it cant be:

    http://boards.cityofheroes.com/showp...48&postcount=7

    Quote:
    Originally Posted by ketch View Post
    *sigh*

    Somethings look so good on paper. I really had my hopes set on some PB'ed Linked Minds, but having just hit 41 today I noticed that LM isn't affected by Power Boost. There's a very small resistance component (1.7% to psi, thanks a lot) that puts it into the category of powers PB can't touch. Looks like I'll have to spend a respec...
  13. Quote:
    Originally Posted by Edana View Post
    That is the meaning I was using yes.
    Not capable holds the meaning you were using. Not suitable holds another meaning. No one ever said it is "impossible" to play.
  14. Quote:
    Originally Posted by Edana View Post
    now are arguing about... well actually I don't think we're all on the same page
    Hmm..I wonder why? It couldn't be lack of semantic understanding?

    unplayable - not capable of or suitable for being played or played on

    I won't even touch the rest of the comments. The premise of your arguments are incongruent enough that they don't even hold up under their own merit.
  15. Quote:
    Originally Posted by Edana View Post
    As it happens my /stone brute didn't take Rooted until her respec after gaining Granite, before that the movement penalties for using it were more annoying to me than having to keep a stock of break frees or ask someone on the team if they had Clear Mind (one of the other versions usually, not a lot of empaths redside at the time).
    ....right and you still took it anyway. I see your comment hold lots of water considering you stand behind it in practice. Also RPers don't represent the majority of the player-base nor is it the context in which I made my suggestion for the OP.

    The way I see it is every set has one or several key signature powers that help distinguish a set from its peer sets. A characteristic of these powers usually involves some unique mechanic and a degree of synergy with other powers within the set. Not taking these powers usually leads to an overall diminished capability for that hero/villain. Not taking these powers often leads one to question "why did that player not select another primary or secondary instead?" Many, not necessarily all, powers sets have these set characterizing powers.

    In the case of Static Field for Electric control it provides a big portion of your control from the time it becomes available to the end game. Its part of the trinity that layers the -end/-recovery secondary aspect of the Electric Control set providing additional soft control. This is all on top of providing a means of recovering endurance within its AoE.

    You are free to disagree with me and I definitely don't want to tell you how to enjoy the game. Like I said earlier good luck with that and I hope it works out for you.

    To the OP: I hope you took the power. Its very effective and requires minimal slotting. Its also one of the few ways Electric Control can deal with the alpha strike.

    Good Luck with your Elec/Rad! Its a great combo.
  16. I actually doubt the two sword sets will get proliferated in their current states...but anything is possible

    Quote:
    Originally Posted by ClawsandEffect View Post
    Dark Armor has Cloak of Darkness, which gives the same amount of defense as Weave, and doesn't suppress in combat.
    Yep. I ended up replaced CoD with Stealth and modified Mids to show the suppressed values.

    I haven't looked at Werner's current Kat/DA build (he just published one recently) but I looked at one of the older builds he posted in the scrapper forums. I used a brute force method and replaced /DA with /FA to get very close values. I came up +2% shy on Ranged defense i believe after a little massaging. Despite that I managed to soft-cap the other two positions. I am coming awfully close without getting too deep into it, however I'll take your word for it that it can't be done (considering you guys spend a lot of time finding optimal scrapper combos on the Scrapper boards.)

    I see your point about the attack chains; maintaining triple stacked Parry would significantly cut into DPS. This may not be a trade-off most players, including myself, could live with.

    As far as building for S/L and E/N I worked out a DM/FA brute build (inspired by a scrapper I ended up rerolling). I had a hard time getting to 35% S/L alone. I would consider building for decent levels of E/N defense a chore, but I was unwilling to sacrifice recharge for E/N defense. I'll have to look at the soft capping invulnerability guide again.
  17. Quote:
    Originally Posted by Edana View Post
    I doubt there are any powersets that become unplayable through the removal of just one power.
    Well I hope it hope it works out for you.
  18. Quote:
    Originally Posted by Amy_Amp View Post
    It's a sleep, but can be done at range and it pulses rather fast so even if they are woken up, they sleep again rather quick. Add in the -end aspect and it's a core power.
    Its also worth noting that it give a +recovery per mob for friendlies that stand in it. Its considered a core power of Electric Control that would make the set unplayable without it.
  19. Quote:
    Originally Posted by MentalMaden View Post
    My general rule of thumb for controllers is +recharge, +end and +recovery.
    This. The only time I would change the priority M&M suggests would be a case that I was going for ranged or s/l defense. In that case defense bonuses would take priority followed by the above suggested bonuses.

    Regardless of what you do be realistic in your expectations of the performance of IOing your Earth/Storm/Leviathan will give you. There are limitation and tradeoffs in doing so.

    Good luck.
  20. Look for threads and/or guides by magicj if you are interested in tanking with your /FF troller.
  21. Quote:
    Originally Posted by Gilia View Post
    Assuming you meant S/L defense then yes (as the previous link almost shows).
    I was giving the OP the benefit of the doubt that he has two braincells to rub together to make up for the ~.2% S/L defense. Keep in mind that in the advent of i19 that build will be even easier to soft cap.

    Quote:
    Originally Posted by Gilia View Post
    If you mean all 3 positional defenses... I would say no, that's not doable. If it is by some stretch, I can't imagine it's still a viable build.
    I suspect this will change if Katana and Broadsword are ported to brutes in their current states. Werner from the scrapper forums posted his Kat/DA scrapper build that managed to be soft capped to all three positions while using Parry. With a little extra work I suspect a Kat/FA could get similar results.
  22. First off what is your primary?

    Quote:
    Originally Posted by Shadow_Red View Post
    I'm probably going to go into the Body Mastery EPP, and I want to know if Physical Perfection is worth it on a regen scrapper.
    Did you take fitness? If so no its not worth it. If you are draining endurance on a /Regen I seriously doubt the Body Mastery Pool will help you manage endurance. Without a build to look at its hard to see what the real problem is.

    I would actually recommend the Soul Mastery PPP purely for access to Shadow Meld.

    Quote:
    Originally Posted by Shadow_Red View Post
    The other question is, is Weave worth it to get?
    Yes if you have the defense to stack with it. Depending on your power choices and IO slotting its fairly easy to get ~15% +Def to all. Couple this with Shadow Meld, fully slotted it gives you ~30% +Def to all, and you essentially have access to soft capped defense on demand.

    The other route you can take is to focus on S/L Defense through IO bonuses.

    Quote:
    Originally Posted by Shadow_Red View Post
    And the last question, is it that useful to get resilience to pair it up with Tough
    Fully slotted and stacked with resilience you would get about ~20% Res to S/L. I personally don't find this worth it but YMMV.

    Hope that helps
  23. I think you would be better off pursuing S/L defense to around 30% or more.

    Beyond getting access to Darkest Night, the whole point of taking Soul Mastery for brutes on a DM/FA is get access to Gloom, Dark Obliteration (to supplement DM's lack of AoE) in addition to Soul Tentacle. You took Soul Tentacles but its poorly slotted as an AoE attack.

    IMO your defensive approach is probably better suited for a DM/FA scrapper with access to Shadow Meld. With 15% defense to all + the 30% in Shadow Meld you could essentially have softcap on demand on a similar scrapper build.

    The only thing I can recommend for your build is to invest in a Steadfast Protection +Def All IO and since you can afford the Hecatomb set I will also recommend the Galdiator's Armor +Def All IO as well.
  24. Quote:
    Originally Posted by Nightchill_EU View Post
    is it even doable?
    Yep. Build courtesy of bAss_ackwards:

    http://boards.cityofheroes.com/showp...8&postcount=10
  25. At a quick glance, using Mid's, with brute fury at 60-65% a brute will do about ~85-90% of what the scrapper does.

    So you understand how I got these numbers: I used a somewhat flawed method assuming Mid's numbers are right; I opened up two instances of Mid's created a DM/FA scrapper and a DM/FA brute. I gave the brute 60% fury and gave them both saturated Soul Drain. I compared their attacks enhanced and came up with the ~85% figure. I suspect all things being "equal" the brute will fall behind even lower than 85%.

    Some of the board's number cruncher types could give you a more accurate assessment of the current disparity between scrapper and brute damage.

    My rationale for favoring DM/FA on a brute over scrapper is based purely on the added survivability the brute Soul Mastery PPP offers in addition to added AoE and a great ST attack. In my mind its a good trade off for a slightly decreased damage output.

    If you go with the scrapper you may want to build for S/L defense (leveraging IO bonuses) to bolster survivability. Aim for 35% or higher if you go with this method. I have seen other builds focus on + Melee defense. I prefer S/L myself. You will notice a great boost in survivability at these recommended levels.

    The other option is to grab Shadow Meld to help deal with alphas and spikes in damage. If you can max out Shadow Meld (~30%) plus ~15% defense from IO bonuses and power pools you can essentially have soft capping on demand.

    Hopefully someone else can offer their insights.