Shadey_NA

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  1. Quote:
    Originally Posted by OneFrigidWitch View Post
    Ok, so I dont have an export of my char (I think I can post an xml export from that new tool tho...), but I thought I would comment on how my char turned out at 50.

    Through kind of casual slotting, I managed to get 24-27% def to ranged/melee/aoe, with the higher end of 27 going to melee/aoe, through weave and man alone + the two 3%s. I picked up over 75% s/l hardcap (so that even if I get debuffed some I am still at hard cap....), 60% energy resist, and ~30% resist to everything else with fire/cold at 36%. I am also running 75% recharge without hasten, but you could get that better too. Overgrowth has only a 1 minute downtime, which is no where near permanent but up plenty to have fun and enjoy with.

    Is anyone else still working chars, and have they done anything similar with their natures?
    I went a different route with NA. I made a NA/dual pistol fender who can stand up to +1 EBs without being fully IO'd. All the -Dam is just plain awesome.
  2. I'm gonna throw in the one I was playing in beta (Cold Sludge) as a great char to play. He is/was a Bio/Ice tanker with Sorcery thrown in. He was a blast to play with all the control of ice added into the effects of Bio and topped off with some sorcery aoe fun.
    Ice melee is one of the few melee sets that can take advantage of the sorcery aoe due to it's skiert effect. Ice patch becomes a setup of some serious damage.

    The NA/Dual Pistol combo made for a very strong defender too. I was able to take on EBs and an AV (epic battle lasting an hour or more) with all the -dam and healing he could generate. Was gonna be a lovely char.
  3. Shadey_NA

    Where to now?

    Quote:
    Originally Posted by Nericus View Post
    They were allowing trial downloads this past weekend, not sure if they still are. They are also contemplating F2P.
    The ad for trial download was still up today. It's an interesting and good game except for the travel speeds, but us CoHers are all spoiled on that front.
  4. Quote:
    Originally Posted by Sailboat View Post
    ...Or maybe end the game as a brand-new level one character, fresh from the costume creator. Run the tutorial to the point where you stand over Blue Spectrum, facing the choice: Good or Evil? Hero or Villain?

    ...fade to black at the moment, with all the possibilities open before you.
    I like that.
  5. Quote:
    Originally Posted by Captain_Iron View Post
    If NCSoft did suddenly realize their mistake and allowed CoH to remain, I would hope a lot of people would stay to back up their professions of love for this game. Show them we meant what we said.

    I know I would stay.
    I've been through what the devs teams is going through now. Most markets aren't full of job openings in any particular field. They would get a lot of em back... not all, but a lot.

    I really thought we'd go the route of Anarchy online and get a small server or two. This MMO has a great following and like me go away for a month or so and then we need another fix.

    I hope some money man puts together most or all of CoHs dev team on a new project. If they advertise it, I'm sure most of us would try the game.
  6. Basic rule of thumb is for survivability go Defender and for damage go corrupter.

    Defender damage solo isn't that far off corrupter, but is less. Particularly on teams due to the way vigilance works. But you will get better end usage on teams and that can help you do better dps than otherwise.

    Corrupters can get the defense necessary for soft cap, but it will be a more expensive build.

    Corrupter will get more damage overall due to scourge, mostly. Personally, I've never been all that impressed with scourge because it usually fires off for overkill instead of kill. But I see why many ppl like it.
  7. Quote:
    Originally Posted by UberGuy View Post
    Many times.

    This is a side effect of the implementation of the game engine. +damage and damage are, internally, the same attribute. (This is why there are no powers that globally buff +damage powers, like Assault. They would create a recursive buff scenario, likely driving your damage to the game's largest internal numerical representation.)

    Anyway, since damage and +damage are tied together this way, anything that resists damage also resits +damage. And since buffs and debuffs are the same attribute with opposite sign, resisting +damage means you resist -damage.

    Also worth noting: damage resistance's effect on -damage is per damage type. This is because there's no such thing as "universal" -damage. All things that claim to debuff "Damage (All)" actually apply a debuff for eight standard damage types: Lethal, Smashing, Fire, Cold, Energy, Negative, Toxic and Psionic.

    This means that, if you have different resistances to different damage types, how much -damage you experience may vary with what type of damage you deal. A Broadsword/Invulnerability Scrapper with a 50% -damage debuff applied will be less affected than a Dark Melee/Invul Scrapper with the same debuff, because Invuln has much higher resists to lethal damage (the type of damage Broadsword deals) than it has to Negative damage (which is a big part of the damage from Dark Melee).
    Whoah. So a Fire/Fire and an Elec/Elec have an inherent advantage over Fire/Inv in this respect?

    Learnin is fun!
  8. Quote:
    Originally Posted by UberGuy View Post
    Edit: Note that this resistance to debuffs is always calculated based on your base resistance level, before any debuffs are applied. Because of this, there is no such thing as "cascading DR debuff failure" the way there is for +Defense and Defense debuffs.
    Which would be why a building for resistance would be better than building for defense if you could acheive a high level (not that it's practicle for most builds)? My supposition would be that with the new IOs on beta, building for added resistance to a Elec/ tank would make as much sense (if not more) than building for defense.
  9. Quote:
    Originally Posted by Hopeling View Post
    Yes. It's pretty easy to check with a power analyzer, if you're curious.

    There's a decent argument to be made for the benefit of layered defenses, since it's more robust against one layer failing, and can get more benefit from buffs. But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*).
    Suhweet.

    So following the logic...
    -Dam takes place before your resistances. If you are hit with a 20% -res going from 90 to 88% resistance and you have a 50% -dam from you on the baddie... you will receive a mitigation of 94% compared to 95% without the -res?

    Is this correct?
  10. Quote:
    Originally Posted by Combat View Post
    Resists resist resistance debuffs.
    I'd never heard that before. Has this been verified?
  11. Quote:
    Originally Posted by Celestial_Lord View Post
    At the moment, I am leaning towards a Dual Blades / Energy Aura Scrapper. The combination of high defenses, defense debuff resistance, extra recharge, and endurance drain seems yummy on paper.
    Throw in Agility Core, Preemptive Interface(maybe) and Mu for Elec fences and you can actually play at sapper. At least, it should deny mobs their big attacks.
  12. Updating now that it's live.
    Currently level 23. I've been soloing the Sig. Story Arc 1, episode 2 and have beaten the end EB (Rulu-Shin guy). I only used 1 purple vitamin at the beginning of the fight while I took out his minions. I'm just on SOs so far, no IOs at all (and no hover).

    The -dam thing seems to be working like a champ.I was taking damage that was about a third of what he does without the debuff (he hit me once before i could get spore cloud on him).
    Once I get my whole attack chain together, it should be even better. I currently have only the tier 1, the hold and the two aoe blasts. I did use my vet blasts to get the damage I needed.

    I used the heal twice (regrowth) and the rest of the time used Livegiving Spores for the heal I needed through the fight.
  13. Quote:
    Originally Posted by Doomguide View Post
    See this thread (if one hasn't already) about -damage.

    http://boards.cityofheroes.com/showthread.php?t=294944

    Note what I would certainly call synergy talked about between -resistance and -damage.
    Applying -resistance to a target first can make any -damage applied more effective.

    Doomguide
    Great thread. Makes me even happier that I rolled a NA/DP -dam machine.
  14. The reason players are drawn to the -dam and res coupling is that it is easy enough to calculate and it can help shore up a difference between the sets.
    For instance, my NA/DP defender offering 48% resistance to S/L can add 53% -dam to aoe damage. This leaves him with an effective amount of S/L resistance of (100-53(dam*.48) or 77.4% effective resistance.
    Compared with the Inv tank next to me with 90% S/L res who (due to my -dam) is now at 95.2% effectively.
    Before calculating in -dam we are 42% apart on our S/L res. Factoring in the -dam we are only 17.8% apart.

    While -dam is equal throughout his analysis, the major flaw is in the ability to state def or res is a constant in game.
    The amount of baddies with -def is tremendous in the game and those with +acc is growing. Both of these factors will affect a def based mitigation more than a res bases one.
    Res, on the other hand, does not care about either of those factors. It does care about debuffing res but that is only one type of debuff that can be applied. It's a simpler form of mitigation because of this. I also believe that this kind of debuff is less prevalent than -def or +acc on enemy mobs.
    In a quirky way, he wins the argument because there will be times that def will fail. It makes the -dam his last layer of defense. At least it's more important to def.


    A general mitigation number makes more sense to use, but is very impracticle. You have to throw in too many variables for most players to deal with.
  15. I'm working through my build for TA/Sonic keeping in mind the upcoming changes for next issue and would like some feedback from the guru's in the forums.

    Messing around on beta (he's only level 38) I can waste minions and lts (even con) with Flash Arrow/Poison Gas Arrow/Acid Arrow/Disruption Arrow/Oil Slick Arrow/Dreadful Wail(unslotted)/Howl combo in large spawns of DE. Once Dreadful Wail is slotted and using Amplify I might get the bosses too.
    I'm pretty sure that damage won't be a concern.

    I can do a pretty good job of control too.

    Obvious areas of concern are defense and healing/regen particularly in DA. I can soft cap S/L/E, but come up well shy in incarnate areas.

    What do you guys think? Any areas I can improve this build? I wouldn't mind getting rid of a purple set or two if i can without destroying my recharge too much.


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Entangling Arrow -- TotHntr-Acc/EndRdx(A)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
    Level 2: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(3), Cloud-Acc/EndRdx/Rchg(3), Cloud-Acc/ToHitDeb(5)
    Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19)
    Level 6: Howl -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(7), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(45), Posi-Dam%(45)
    Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/Rchg(23), FtnHyp-Sleep/EndRdx(25), FtnHyp-Plct%(25)
    Level 10: Shockwave -- OvForce-Dam/KB(A), OvForce-Acc/Dmg/End(34), OvForce-Acc/Dmg/End/Rech(37), OvForce-Acc/Dmg(37), OvForce-Dmg/End/Rech(40)
    Level 12: Acid Arrow -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(13), ShldBrk-DefDeb/EndRdx/Rchg(13), ShldBrk-Acc/Rchg(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
    Level 18: Disruption Arrow -- EndRdx-I(A)
    Level 20: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21), LkGmblr-Def(34)
    Level 22: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(29)
    Level 24: Shout -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(40), SDefendersB-Dmg/EndRdx/Rchg(42), SDefendersB-Acc/Dmg/EndRdx(43), SDefendersB-Acc/Dmg/EndRdx/Rchg(43), SDefendersB-Rchg/Heal%(43)
    Level 26: Oil Slick Arrow -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(31), Ragnrk-Dmg(31), Ragnrk-Knock%(31)
    Level 28: Siren's Song -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rng(46), Posi-Dam%(46)
    Level 30: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow(A)
    Level 32: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(33), BasGaze-Acc/Hold(33)
    Level 35: Screech -- Amaze-EndRdx/Stun(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-Stun(36), Amaze-Stun/Rchg(37)
    Level 38: Dreadful Wail -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(39), Armgdn-Dam%(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Web Envelope -- TotHntr-Acc/EndRdx(A)
    Level 47: Summon Disruptor -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/Rchg(48), S'bndAl-Dmg/EndRdx(48)
    Level 49: Amplify -- AdjTgt-Rchg(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(7)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Intuition Radial Paragon
    ------------



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  16. I have a TA/Sonic/dark that's loads of fun. With the I24 changes he's gonna be a beast. lots of stuns/kdowns/sleeps/debuffs/damage.

    Crush! Kill! Destroy!

    EDIT: Just transfered him over to beta and wow. better'n i thought it was gonna be by quite a bit. With soul drain, OSA and Dreadful Wail can completely crush mobs.
    only issue is how to fit in all the powers i want.
  17. Quote:
    Originally Posted by Muse to my Ears View Post
    actually, I have a trick arrow/ dual pistols and she is amazing. she takes a while to build, but once you have access to most of your powers, it becomes a crazy power house for a defender. very versatile. I say you try it. I have one at 50 with all incarnate stuff unlocked. takes a while to drop all debuffs, like any trick arrow, but then everything melts.

    p.s. redraw isnt that much of an issue if you drop all your debuffs then attack.( or otherwise) by that point....maybe 1, or 2 things will still be up, like av's, but even bosses only require a hit or two more.

    Go for it.
    TA is so underrated. Everyone seems to think the redraw is crazy, but (like you said) for most fights you actually use all your arrows setting up and then would pull out your pistols.

    If you can light OSA with Incendiary rounds, this actually would be a fun concept. OSA + HoB will get you up to 900 damage without any buffing.

    And taking mace mastery wouldn't have to ruin it with the added redraw, just take scorp shield, FA and the summon.
    Ha! to all the redraw lolers.
  18. Something to consider. Regen has always benefited particularly well from added resistance. In I24 the IO set bonuses are going to be changed to add a significant amount of resists.

    One could argue that regen will benefit pretty well from I24. Maybe more than defense based sets, but it will definitely be better off on overall defenses than all the quishies running around who put mega infl into adding defenses that mean little on things like an ITF.

    I do agree with the regen and end debuff resistances needing to be added.
  19. Shadey_NA

    Nature feedback

    I think that one of the big misconceptions about this set is the mitigation factor.

    On a Defender:
    Just considering wild growth and spore cloud (unslotted) you get -dam of 28.13%, -tohit of 18.75% and resist (to all) of 15%.
    This is the equivalent of having (if I've done the math right) 38.91% resistance to everything and 18.75% defense against even levels. That's huge to have by tier 4.
    Add in Corrosive Enzymes and against a single target you have an effective 65.47% resistance to incomming damage.

    An example was 4 of us NA chars on a Posi run last night and the EB was hitting us for 3 pts of damage.

    This is why LS looks like it's not giving much of a heal yet if you actually play the set it seems to provide most of the healing you need.
    Adding in regrowth and bastion and you have huge heals and an absorb due to the mitigation factor being added in.

    This is what makes it remarkably different than Empathy, IMO.
  20. Quote:
    Originally Posted by Darth_Khasei View Post
    It's those new tricky powers with absorb I think. I don't really know since I have zero seat time with them, but I have REALLY benefited from their healing prowess and it is off the hook good.

    I like it and it seems to be very popular with the customers so that is good too.
    I'm just waiting to see all the itrials with squishies at 3000 hp due to all the absorbs running.

    Anyone know if there's an absorb cap?
  21. Quote:
    Originally Posted by Yogi_Bare View Post
    Someone just pointed out the massive damage buffs one could get from Nature/Sonic/Dark...

    I'm plugging in some numbers and it comes up good on Heals, Resistance, Damage buffs, Resistance Debuffs.

    It's a good build to slot Entropic Chaos and Defender's Bastion procs in (as well as both BU procs).

    OG fits; especially when dropping a Dreadful.



    As far as skipping; Siren's Song and Shockwave get the axe (for the time being)
    If I were rolling it, I would keep both Shockwave and Siren's Song. Get the overwhelm proc for Shockwave and you have 3 cones with good mitigation/-res.

    One of the nice things is /Sonic would add control that NA is missing. You can even play stunbot with NA/Sonic/Dark.

    I'd get rid of amplify. NA/Sonic/Dark can get very close to living at the damage cap without it.
    The only other one's I'd consider would be Shout and Screech, but I'd want to keep them both.
  22. Shadey_NA

    NA Def superteam

    The only problem with an all Defender NA/ group would be the damage cap. You would easily go over it at level 32+.

    On the other hand, doing a Posi yesterday with 4 NA chars. I swear I saw the EB we fought hit for 3pts of damage.
  23. Quote:
    Originally Posted by Trickshooter View Post
    For clarity, I'm not claiming that Lifegiving Spores is some end hog. Far from it. Unslotted, it will effectively only cost 0.01 endurance a second if the caster stands in it, which is not going to make a dent in what players naturally recover per second (about 2.08 end per second with unslotted Stamina).

    The thing that bothers me is that it's a toggle that costs endurance to grant endurance, and because it costs more endurance than it grants, the caster essentially doesn't get access to that bonus endurance. That leaves it as just a weak heal over time with an effectively small endurance cost for the caster. It's not horrible, but it's not that impressive either, which is why I said that I'd skip it if I had to (my current build plan includes it, but with only the single base slot). This is all while unslotted, by the way. A single slot of either EndRedux or EndMod and the power will give more endurance than it takes away. I'm just not sure slotting should be required to avoid a power making one of it's own buff values be effectively a negative value.

    Toggles that cost endurance and grant endurance or recovery are very strange and, minus Lifegiving Spores and (I think) some bonus effects in the upcoming Bio Armor toggles, these kinds of powers typically have no endurance cost.

    Obviously, as a team toggle it should have an endurance cost. With that said, I don't think it should be granting endurance. I think the +Endurance (possibly converted to +Recovery) should be moved in to one of the Click powers, and Lifegiving Spores should gain some other effect to replace the +Endurance. Perhaps add 25-30% +Recovery to Wild Growth (1% Endurance every 4 seconds is comparable to about 15% +Recovery, so I'd increase that to compensate for the reduced uptime of Wild Growth compared to Lifegiving Spores), reduce Wild Growth's +Regen to 50%, and then add another 50% +Regen to Lifegiving Spores.
    My post probably needs come clarifying too.

    What I noticed on beta was that when I did not use LS, but still used Spore Cloud, Wild Growth and my offense, I would use more endurance than when I used LS.
    My assumption is that it provides enough of a heal that you don't need to fire off your regrowth hardly at all. So in that respect, it saves a ton of endurance you would otherwise need for heals.

    And for those wondering about Wild Growth I can say it's been my experience that slotting it for the resist is pretty nice. I was using it with LS and Spore Cloud to provide almost all of the mitigation I needed to get through a fight. I hadn't slotted Wild Growth for regen as I only got to my low to mid 30s and didn't have the slots yet.
    I figured to wait on the regen portion because Defenders have low HP and regen doesn't give as much bang for the buck for them.
  24. Quote:
    Originally Posted by Yogi_Bare View Post
    You might have convinced me to shell out some points this time around.
    It gets better, Overgrowth also adds a base 12.5% tohit buff. This means you can do the fast snipe without tactics. You will still need the Kismet though.

    Personally, I'm gonna make take my NA/DP from test and remake him live. With this combo you can make a pretty strong -Dam/+Dam machine. With this combo, i've been able to deal with some EBs and Manticore at +1 with relative ease without IOs.


    Here are some of the -Dam numbers this combo can acheive.
    For aoe and you will have to use Chem rounds that provide -Dam.
    Spore Cloud with a -28.13%.
    Hail of Bullets with a -25% for 8 sec.
    Bullet rain with a -12.5% for 8 sec.
    Empty clips with a -12.5% for 6 sec.
    This would provide a small window of 78.18% -Dam and a sustainable (if you keep blasting and jumping) of 53.18%. SC + BR + HoB. Sprinkle in BR and EC as available.
    Looks like I miscalculated on this part and it's even better than originally anticipated.

    For single target you have
    Spore Cloud with a -28.13%.
    Corrosive Enzymes with a -31.25% for 30 seconds.
    Hail of Bullets with a -25% for 8 sec.
    all other single target blasts go for 12.5% for 6 to 8 sec.
    That's 59.38 with just spore cloud and corrosive enzymes. Adding in the other numbers (many variations) and you can get to 85% consistently. This assumes you can maintain 2 blast debuffs going (actually it's at 84.38%). You should be able to keep 3 going (for 96.88%) with relative ease.
  25. Quote:
    Originally Posted by JayboH View Post
    I honestly cannot decide what kind of character I am going to make tomorrow. Throughout my CoH career, Defenders were my favorite archetype... but lately I've been having a harder time justifying having the best buffs in the game for such weak damage... and it's only going to get worse with issue 24.

    I never picked up Beast Mastery but obviously there is some decent synergy there in both mechanics and theme.
    Something to consider JayboH, having the best buffs in the game this time means You have the best Tier 9... by quite a bit. Overgrowth is clocking in at a +82.5% Dam for defenders (66% for Corrupters, Controllers and 49.5% for MMs).

    If you want damage, you can take Dark Mastery with Overgrowth and give yourself a hefty amount of damage for any secondary you want.

    I've thought about making a NA/Sonic/Dark Defender that should be huuuuge on damage. When using Soul Drain, you can get damage boost from ~160-232% (solo) depending on how many SD hits.