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Quote:Makos defense is such that without tohit buffing on the team (Tactics, Fortitude, etc.) if you are ED Accuracy capped, you are well under 50% to hit him. *Before* he hits his Tier 9, which seems to roughly floor you. I took and slotted Tactics on my rad/rad defender specifically for him specifically for the STF, after hearing about teams stalling on him. Rad/Rad debuffing doesn't cut it, -100% Def Debuff turns into around -12% if I recall.If Mako's defense is at all significant, I can see that the chance to hit would go downhill fast, and why you'd want more accuracy. Thanks for the insight!
Mind you, Lord Recluse himself has +175% Defense before the yellow tower goes down, but of course you don't fight him before the towers go down. -
Quote:Hmm, I checked it long ago against X-Ray Beam, and just checked it again in Mids and Dominate and X-Ray are both base 36.1 damage.[[should be nested quote here, this was from Scientist] It's the same damage as a tier 1 blast actually with only a slightly slower activation time. ]
Not that I'm disagreeing with your overall point. My storm/energy dropped power burst and uses dominate as his third blast.
Ah, I see; I checked the Sonic Tier 2, and its base 47.7. Lightning Bolt (electric) is base 59.3, Gloom (Dark) is 63.6, though its DoT. I didn't realize the Tier 2 defender blasts varied so much, with /Rad getting the short end of the stick, since my only defender high enough for Epics was until very recently /Rad. Definitely consider it if your secondary is Radiation, then. -
Quote:Doh! Didn't realize that, I was thinking it would be like my FF defender, I hadn't even tried slotting resistance in my Ice shields. Ah well, I still think its worth it, for reasons others have outlined, but that would have made it REALLY worth it, sigh.To elaborate, it's not true because the ice shields have an enhanceable resistance component. Due to a quirk of the power system, any power with an enhanceable resistance component must be flagged as 'cannot be buffed' in order to avoid having damage buffs boost the resistance granted. So, the ice shields are thus flagged and their defense is not boosted by power boost.
Force field bubbles, on the other hand, have no enhanceable resistance, and thus power boost works just fine for them.
Though if I didn't have the AoE sleep in my sonic secondary, I'd say the Psi epic is nice as well, I've gotten a lot of use out of Mass Hypnosis on my rad defender shutting down ambush spawns and such. And Dominate has similar base damage to a defender Tier 2 blast, while being stackable to perma hold a boss (with slotting). -
Quote:I'd have to go with these two as big QOL ones, and anything that encourages ease of teaming I imagine would be high priority since teams (i.e. playing with others) are perhaps the greatest thing a MMO offers for its monthly fee over a console game. When I'm team lead I'd love to be able to list my team as "lfm" while we're fighting away in a mission.(a) The ability to hide people that are already teamed from the list ("Truncated to 50 from 358 found? GREAT! Except their names are all m***********g grey on this list!").
(d) As a continuation to the function provided by (a), the ability to advertise my team, or more specifically, the ability to put my team on a large list of teams that could be searched by other people, sort of like a more literal version of "looking for team" where you actually get to look at a list of teams. (And of course, the ability to hide my team from the list, however the list itself should default to "on" so the function doesn't go entirely forgotten like the LFG flags people can put up on the existing list or ignored like global channels by those unacquainted with it.) Also, it'd be nice to be able to advertise to a self-defined amount, maybe even down to the team's character list if it were possible.
In a more general scope, having some noncombat options would be great, but I'm not sure how to make them better than things like marketing, badge collecting, organizing activities (costume contests, Hami raids), base building and crafting that are already in the game and obviously appeal to some people in it. Some of them, like marketing and crafting and even getting badges for accolades, even improve your character arguably as much as gaining more levels does. Get a couple of Day Job badges and pick up an AoE Sleep power, for example.
How many people stop to fight fires in Steel Canyon, for example, once they have the badges for it? -
While I don't know if I'd pick it up purely for use with Benumb, remember that it also buffs any Defense power you use. Thus, if you fire off PBU then cast the Ice Shields, they will have roughly double the defense values for the next 4 minutes. While you aren't going to be able to hit a whole team with PBUed bubbles in the 12.5 sec duration of PBU, it does let you "solo" soft cap several folks, say the Regen scrapper whos going to be tanking the AV at the end of the TF and the blapper who's going to be helping for example. And you can do that for every shielding cycle, based on PBU recharge and duration of the shields. With recharge slotting and doing part of the team at a time, you might even keep doubled shields up on an entire large team.
So I'm planning to pick it up for the versatility; if the team needs more defense, use it on shields, if it needs more AV/boss debuffing use it on them, etc. I like powers that let me tweak my support in more offensive or defensive ways depending on what the team needs, I've seen that vary WIDELY depending on the team makup. -
Quote:As you are seeing, a good AoE blaster has a very different life on a good team vs a bad team or solo.This guy really shines on teams though. I'm amazed (with a good tank, and even just a few buffs) how omnipotent and devastating this guy feels in large missions. The AOE's are icing on the cake. If I have a team without too many people pushing mobs, and scattering them with various powers, it is very good damage output even in the mid 20's.
As I said earlier my character is pretty broke, so there's a lot of 'discount' and Franken-slotting going on here. I don't think I have an I/O on him worth more than a bucket of beans, and he still does the job pretty well.
Soloing is getting a little rougher. I haven't upped my mission difficulty but the mob type is trickier, even after adapting my playstyle, I can see this is always going to be my character's achilles heel.You may or may not need a second build for soloing, but you will almost certainly need a different playstyle. One tip; put something like "always lft, AoE specialist" in your Search descriptor, that will appeal to a team leader who is light on damage.
I liked my Archery/Dev, but I'm a methodical player (usually play support, so any blaster damage feels high to me). Even something like throwing Caltrops down in front of you can prevent a lot of damage solo or on a bad team, especially if you pull around a corner, as mobs run in, then out, then in.
On the market front, Frankenslotting is fine till the 30s at least, even on my rich characters I'm not bothering to put sets together before that point as you'd just want higher level ones anyway. If you want steady, reliable income memorize some of the crafting badges for common IOs and make and sell those. Take a look at the ones that are selling for high prices on the market, and the guides in the Badges and Market forums for how to do that. There are a lot of more sophisticated strategies, but that one is very low risk and steady. Also make sure you leave low bids up for at least 24 hours, if you pay the "buy it now" price you are overpaying by anywhere from 2x to 10x. -
Quote:I happen to have a Grav/FF I was considering speccing for casual PvP, something I was wondering about on the list you posted is that none of the ones I pulled out from your list have self heals. Since you need the Leadership pool in PvP, and I've heard Superspeed and Combat Jumping are needed for mobility, and of course Stamina to fight for long, what do those non-healing controllers drop (if anything) for the Medicine pool?Viable Controller Builds
Ice/Cold
Grav/TA
Ill/TA
Grav/Sonic
Grav/FF
Also, is Vengeance still any use with DR? -
Quote:As a note, theres no way you will drain LR's End in the STF. The buffs the towers give him are insane (Arcanaville calculated that with tower buffs LR could have tanked the entire pre I9 Hamidon constellation, with mitos). What you want is a lot of defense while the towers are up, from insps if necessary. By design, he can drop a resist-capped tank.In fact, I keep wondering if a ELA/ tanker who relies on +RCH from set bonuses...if that would be enough for tanking the ITF.
[snip]
And I don't know how well it would work against tanking LR, in the STF.
To the OP, as I found with the much maligned Fire tank, if you actually use one of your dual builds to build a tank dedicated to being sturdy in order to tank for a team any tank can do a great job against almost all foes. Get good at setting a pace for a team, based on the team makeup, and surviving, and the kinds of players you WANT to be playing with won't care what your powerset is. You'd really rather not be playing with people who "heard this powerset is gimp, so give it up". -
Quote:A counterpoint to taking Scirrocco for the -kb in the immob is that Black Scorpion provides the only shield with defense, which can stack with various other defenses you have to make you very hard to hit. The foes which *really* need to stay in the burn patches to die tend to be AVs/Heros, which are immune to knockback anyway.Thanks for that info, that pretty much clears up the question of which patron I should take (kinda of a shame, power boost looks like it would have been very interesting with traps - oh well)
On the subject of caltrops, remember (1) enhancement doesn't affect recharge speed penalties they inflict, and (2) there is a slow speed cap of (I think) -80%, i.e. critters always get 20% of their normal movement. Baseline caltrops is already -80% slow, so even if I'm wrong and the cap is -90% you are pretty close without any additional slow slotting. Getting set bonuses, of course, may still be useful.
Regarding Acid Mortar and Poison Trap, those are two of the main reasons to play a /Traps, and you want them up as often as possible. You have no recharge slotting in either one. Acid Mortar in particular with good recharge slotting and +recharge bonuses can be stacked, inflicting perhaps the highest -resistance debuff available villianside.
Consider Basilisks Gaze for Poison Trap, with 4 slots you get a great +recharge bonus leaving 2 slots for recharge.
Bots/Traps is kind of tough to get good IO set bonuses on, because some of the good sets you could slot don't max out the recharge on your traps. Theres not much point to having +70% recharge through expensive set bonuses but no recharge slotted in your main traps. . . -
I wonder if a MM or controller might do better by use of pets, which sidestep the individual character End limit?
Alternatively, one might be able to leverage "pets on the fly", e.g. confuses. One of the quickest Posis I was on had a Plant controller along, those Vahz spawns can really take each other out fast when they are confused. . . -
Quote:This is definitely true; a friend who used to play CoH was awesome with melee characters. He soloed a humanform Peacebringer to 50, on Invincible past about 30th level, before IOs existed, and regularly ran the tank in our little groups, even if said "tank" was a scrapper.I have noticed that this game is all about the driver, not the car you drive. I will take a player who knows what they're doing over a player with a purpled out character that doesn't know how to play it.
Then I saw his build; by min-maxer standards, not particularly good, and the only IOs he ever slotted were ones that dropped. But he knew exactly what powers and what slotting worked for him, which were high priority foes to take down for his survival, etc.
Tying back to the OP, the flip side of this, well meaning players, perhaps even long time players, who just aren't very good can sink a tough TF/SF like the LRSF. Another friend whos been playing since beta was never able to solo his energy/energy blaster above about 35th level even on Heroic without dying a lot in every mission, and thats considered one of the better soloing blaster sets.
And there may not be any way to tell how many of the former and how many of the latter players you have till the end fight. . . -
As Dechs says, a WS has to take a fair number of powers that don't need slotting. Even if you only use them in some missions, on some teams, vs some foes, its not like you'd have the slots to make something else really overshadow them. So some of what I will recommend is based on "niche" use.
Grav Emanation, as said, is handy for bunching mobs and its knockback will affect bosses. If you are running Inky, and the geometry is right, blow the spawn plus boss(es) into a corner, and run over and Mire/Eclipse off them so by the time the boss stands up hes stunned from the stacking, buying you time to blast the spawn. Inky is also nice when the spawns are on the large/dangerous side but you still want to Mire/Eclipse off them, it cuts the return fire some. Not a long duration stun, but a lot of WS playing runs on tight timing.And stun sets are cheap for good +recharge.
I tried to like Unchain Essence, but it was rare enough I had a handy body in the right spot early in the fight that I swapped it out for Quasar which is not a much longer recharge, has higher damage, and can be used when and where I want to. Friend of mine loves UE, so try it.
Ironically, I then ended up stripping the slots out of Quasar to sprinkle across the plethora of "travel powers" a WS can get for Zephyrs and now reach about 25% ranged defense in my favorite blasty Eclipsed Nova Tankmage form.
Interesting note; if you stack Shadow Cloak plus Stealth IO plus Superspeed, the turrets in Bloody Bay can't see you. Handy for grabbing Shivans. Rikti Drones still can, they are flagged to "ignore stealth". Shadow Cloak counts as a "travel power".
Starless Step in addition to its other uses lets you grab one mob to beat down and turn into an Extracted Essence before charging into a tough spawn. Beware; 50% chance of Taunt, 10' radius, so choose a straggler. Though I've also used this in the STF to pull the Patron AVs from out of line of sight, very safe. And another niche use, in the LGTF the mitos around the mini-Hamidon are NOT immune to TP foe, unlike real mitos, making it easy to pull them out and beat them down. Counts as a "travel power".
Nebulous Form, handy for "stealthing" missions with things like Rikti Drones and Cysts who see through stealth. Also for absorbing nasty alphas, like the one from the Clockwork King. Counts as a "travel power".
I also slotted both Mires for damage, others have made a good argument for the Dwarf one, I'm going to use the humanform one anyway on every spawn so I might as well soften them up and its about the same base damage as a defender AoE like Irradiate. Not going to bring tears of envy to a blaster, but defenders certainly slot up their AoEs. -
Infrigidate, from Cold, is -31% defense debuff (on a defender), and with minimal slotting stacks twice. With more aggressive recharge slotting you could get that up to 3x stacking, down side is it has to hit. Up side is a pretty vicious (-87% recharge) slow it inflicts as well.
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Quote:Consider making a Crab build as well; its one of, if not the, best AoE damage characters villianside, and medium or large team speed is all about the AoEs. Then get a Stealth IO or Superspeed (or ideally both), or have your wife pick up Recall Friend, or switch back to the Bane build if you need to stealth missions. Inviso + Recall Friend is the equivalent of team stealth for most situations.We will generally be trying to get a larger team going, so it seems to make sense to grab as many leadership toggles as we can.
That also lets you take all the Leadership buffs and such on the "crab team build" and maybe not quite as many on the "solo/duo bane build".
One minor note, you may want a Stealth IO for your wife's Widow anyway. Widow stealth isn't quite as good as Soldier stealth, and bosses (maybe lts as well) can see through it at close range. -
Quote:Good points about what you do for a teams dps; in general people won't complain about a kin, for example, never firing a blast in a whole TF because they have so much else to do to speed up team kill rate. Though if you are playing a rad and don't shoot anything in a medium or long fight, you are just lazy.A Kinetics-Sonic would probably fit together quite beautifully, or a Kinetics-Radiation, if you're dead-set against Sonics. If you like Ice Blast, I think Radiation Emission would be a smoother fit, but YMMV.
I can testify Kin/Sonic is a good pair, mine made a noticable difference on a few Winter Lord takedowns. And for solo Sirens Song, the cone sleep, lets you work on one critter at a time, which is good for Sonic since it doesn't have a lot of AoE, plus you can buff from slept critters without waking them. -
Quote:Interesting thought on that one; the way those towers grant their powers is odd enough (since the devs wanted to avoid the "hold the towers to shut them down strategy" which had previously trivialized the Sewer Trial and Hami Raid from working) that it might not work, but then again it might.Thanks for all the replies. It seems the consensus is:
2. No (Though I'm personally not entirely convinced, I'd like to do some testing...)
I suggest having several folks on that experiment bring along the "Mark IV Power Analyzer" (or whatever its called, some kind of Power Analyzer) temp power to check the effects on both the tower and on LR when you try it. Though I don't know offhand if that shows the effects of granted powers, but thats easy enough to see, check a foes tohit when its being hit with a dark blast or something. -
I saw some calculations on the scrapper board one time for this, since they were working out attack chains with Achilles in multiple attacks (for example katana).
1 proc chance every 10.3 secs:
none activate: 80% ((1 -%) ^ #)
one activates: 20% (% * (1 - %)^(#-1) * #)
multiple activate: 0% (1 - (((1 -%) ^ #) + (% * (1 - %) * (#-1))))
2 proc chances every 10.3 secs:
none activate: 64%
one activates: 32%
multiple activate: 4%
For AV fighting, I'd suggest one in each, since resistance debuffing helps hugely with multiplying overall team damage and AVs are the ideal time to use Tornado anyway. A second proc is roughly equivalent to running Assault for the team, for zero End cost and just one slot instead of a power pool pick.
Interesting fact I saw (though I haven't tested it myself); the Achilles proc isn't affected by the purple patch, i.e. it isn't reduced against higher con foes, unlike debuffs from other sources. It grants an auto power to the foe, and since the foe is always even con to itself and is the source of the effect, its at full power. -
Keep in mind that the Electric defender secondary, including Voltaic Sentinal, was designed literally years before Villians or Scourge existed. While there have been a number of debates about upping defender damage (there is at least a decent numerical argument for upping their damage-per-endurance, see Arcanaville's posts) I'd be very surprised if any defender power ever gets Scourge added, as thats a signature Corruptor inherent.
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Quote:I've frequently seen single pulls of the STF AVs, I've never seen a single pull of a LRSF Hero, though admittedly I've done a lot more of the former then the latter. I've seen a couple of guides written about specific spots to stand and powers to use that MAY let you single pull the LRSF Heros, but didn't have a leader who wanted to try. It didn't sound easy though. Though after having a couple of wipes with Venged Shivans, maybe it would have been a good idea. Also, as a note, Scirocco's PbAoE is also a mezz, which shuts down most of the support if they want to stay in range to attack at all, since its radius is huge.So the STF Heroes are 54 and not 53, there's still only 4 of them. Unless you go the mass hypnosis route on the STF or are exceptionally good at pulling you're going to be fighting 2-3 heroes at once whereas you can quite easily single pull the LRSF AVs.
None of the STF AVs have debuffs like Radiation infection and lingering radiation or have buffs like Fortitude or +def shield buffs. Mako and Black Scorpion are almost all Smashing/Lethal damage, something most tanks can laugh off. Scirocco has rather large ranged PBAoEs which make him tougher and he deals a mixture of Energy and Lethal. Ghost Widow is the difficult one out of the group with her large self heal, mag 100 hold.
I suspect one difference in success and failure is build and play abilities that are hard to see from the viewpoint of another player. For example, I've seen a Stone Tank drop so fast and frequently to Lord Recluse that the Emp couldn't keep him alive, and eventually we gave up on that STF after about 5 hours. Conversely, I've seen a different, well IOed Stone Tank tank him without *any* support without much trouble. Both tanks *looked* the same to me, very granitey.Obviously there were build differences, perhaps compounded by playstyle differences, that were unnoticable till we got to a spot that hard. I could see some of it by looking at their IO bonuses, but if I'm team leader I'm very reluctant to start checking those on recruits and kicking people for "non-IO" builds, I'd rather risk success of the TF then go down that road.
So I tend to have sympathy for anyone who seemed to have a good team makeup that worked fine till the last mission of either the STF or LRSF, since I led a failed STF team which had that. A few key missing or badly slotted powers can cause the whole TF/SF to bog down there, and I've seen relatively few PUGs that will keep trying after a second or third team wipe. One person who's "out of time" can trigger a second to go, and if you were struggling with 8, you are pretty unlikely to win with 6.
And practicing can be tough, I've only had a chance to go on three LRSFs since they came out, none with more then 1 other friend. I'm just not on much evenings, or for long stretches of play time. -
A Fort will be much easier soloing then a Crab until you invest a fair amount in IOs, Crab doesn't have a lot of tools till higher levels to deal with incoming damage except for outgoing damage. On the other hand, with dual builds make a Bane and solo with that, Bane is a great soloer, then switch to Crab for a team build.
A well IOed Crab is a popular addition to any team, not quite as much AoE as a blaster (assuming doing co-op content), but nice team buffs and debuffs and doesn't need much attention from support characters. -
Ah, remembering the Brute I recruited during Double XP weekend who would stop dead. . . and use his Patron ranged AoE on each new DE spawn before running in, leaving half the spawn running towards the team, the other half staying near him. . .
So I recruited another Brute who swore he was a really aggressive fighter. He waited for the first brute on each spawn. . .
We ended up with a Stalker taking the alphas, he at least set a decent pace and kept them clumped around him long enough to unload on the spawn. He was darned good at it too, I think he had a partially IOed build.
Very fun guide. -
One other note that can help speed this up with a not-so-strong team, Teleport Foe works (at least last time I tried it, a few months back) on the TF Hami mitos, unlike the "real" ones. It will mostly whiff on the Yellow ones, because of their high "ranged attack" defense, but works fine on the Blues and Greens. This lets the whole team beat each one down undisturbed.
Many warshades have the TP foe power, since they have a lot of throwaway powers they have to leave unslotted and thats a good candidate. I found on my WS that we could drop mitos roughly as fast as my TP Foe recharged.Villianside, some MMs and stalkers may have it.
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Quote:Obviously this varies by server and by time of day, but I've seen more TFs fail to start because they couldn't get enough people to get rolling then have to turn people away.This is especially important on TFs because someone dualboxing will receive twice as many merits for the time spent, but more importantly someone else who might have wanted to join couldn't.
But I do agree, give people a heads up what you are doing so if they have some strong objection, whether rational or not, they aren't stuck in a long TF with you.
One of the fastest Virgil SFs I was ever on had the leader dual boxing, their rad corruptor sat by the contact while they Bruted their way through the early missions, then he brought the rad inside for the final AV(s) fight. Thats an example where the "10%" character contributed substantially more for the key fights because rad debuffs are so fire-and-forget. I didn't mind the "extra rewards" he got because he set up and ran the TF, very efficiently, which is more work IMHO then just playing on it as a player. -
One of the challenges with trap powers, great though they are, is that they are often tough to put IO sets into because you want recharge pretty much capped but many good sets don't have great recharge, maybe 30-40%. Fine for a blast, but not so good on powers with 30-60 second timers.
I like roughly one IOs worth of Range in Seekers, as well as capped recharge, because they are so nice to take alphas from nasty bosses/AVs. And said bosses/AVs also often have a habit of having unusually long perception or aggro ranges, so its often helpful to stand back. Well back. -
Quote:Yeah, I have the same issue, as I'm largely unable to memorize animations I used to go by colors. I console myself with the thought that (1) the games not THAT hard, so I can live with it, and (2) it lets other people enjoy the game more, so there will be more people for me to play with, which is good.I also wish to be able to turn off customization, but not because of the poor color choices. It's because I use the colors to know what powers people are using and what is happening around me. Used to be if I had an orange bubble around me, and there was a green glow on that boss over there, I could tell immediately that I had a sonic resistance buff and the boss was being targeted by the rad defender.