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Posts
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Quote:My Fire/Fire/Fire Blaster is coming along well, and oh good lord does he die all the time. That doesn't mean, however, that he isn't hilariously fun, especially once Consume was acquired and put to work to help counter his ridiculous endurance use. I already picked up Tactics and tossed a Kismet into Combat Jumping (along with my smallest LotG: Recharges in Combat Jumping and Maneuvers, because recharge is going to be the key to having Blazing Bolt in a ST attack Chain), and the overall damage output is pretty impressive.
For now, my Overwhelming Force Proc is in Fireball for some occasional protection, but the final build will probably replace the Overwhelming Force Proc in Fireball with the Proc from Ragnarok, giving added KD goodness, which I'm aware is a far cry from real protection. 5 Blaster's Wrath ATOs (all but the proc) round out the rest of Fireball's 6 slots, making it my low level damage workhorse, followed by Fire Sword Circle, Rain of Fire, Blaze, Fire Sword, and Fire Blast. I'm still debating where Blaster's Wrath will go later on. Again, I don't have mids, so I don't know where exactly it will fit the best.
For Blazing Bolt, should we still slot it with Sting of the Manticore? The Interrupt reduction is useless, but the numbers seem solid enough and it gives a 7.5% recharge bonus when 5-slotted. I suppose the Alternatives would be either Apocalypse (for raw damage output), Devastation (for regeneration/Max Health), Thunderstrike (for Ranged Defense) or Decimation (lower overall damage, but a 6.5% recharge bonus).
My Tri-Fire is quite viable with the changes in i24. He was pretty damn viable before, but now I can finally pull off +4x8 on a regular basis. The sustain and endurance recovery in Cauterizing Aura is so good, I now often blow through most of a mission without even needing to use my Incarnate powers (other than Alpha Musculature and Reactive Interface of course). It's taken me some time to get used to using Blazing Bolt with alternating Aim and BU, but I think I've gotten the hang of it.
There are some enemy swarms that are still a challenge (read, I die a lot), like tons of boss shamans, but the changes to Inferno help a great deal, and popping a lot of Greens if I have them (CA is not enough when you're getting debuffed and ganged up on by four bosses.) Rise of the Phoenix is still quite useful. I slotted a couple of Absolute Amazements there for the recharge, stun, and endurance recovery bonus.
I also was having problems soloing against a +4 AV (Tub Ci was particularly annoying especially when he flies away while my pets time out). I finally figured out that the way to get through that was with the new dual inspirations (Precise A/D which gives you +28% ToHit and a Res/Def). The Acc/Dmg one lets Blazing Bolt stay up for five minutes which, along with a pet or two, is enough to take him down.
Here's my current build on the beta server. Cauterizing Aura (which Mid's doesn't support yet) has a pair of Numinas, an EndMod, and I think an Acc/Dmg of some kind. The build has a combination of AOE and ST damage and is optimized for recharge, damage, endurance recovery, and melee defense. I did not attempt to softcap any of the defenses. With a tri-fire the best defense is always dead enemies, and I find that builds that go for soft capping S/L or Melee nearly always end up sacrificing recharge and damage buffs.
I slotted the Blaster's Wrath set in Blaze because it gives the most recharge. I have had the Apocalypses in Flares, Blazing Bolt and Ring of Fire, but finally left them in Ring of Fire as that gives more DPS than in Flares and I have SotM in Blazing Bolt for the recharge. I put the Armageddon set in Hot Feet along with a -Res from FotG. (Did I mention that Cauterizing Aura was wonderful for endurance recovery?)
Anyway, here's the build:
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (3) Devastation - Accuracy/Damage/Recharge
- (5) Devastation - Damage/Endurance
- (15) Devastation - Chance of Hold
- (A) Apocalypse - Accuracy/Damage/Recharge
- (3) Apocalypse - Accuracy/Recharge
- (7) Apocalypse - Damage/Endurance
- (15) Apocalypse - Damage
- (31) Apocalypse - Chance of Damage(Negative)
- (37) Range IO
- (A) Ragnarok - Accuracy/Damage/Recharge
- (5) Ragnarok - Accuracy/Recharge
- (7) Ragnarok - Damage/Endurance
- (13) Ragnarok - Damage/Recharge
- (23) Ragnarok - Chance for Knockdown
- (A) Kismet - Accuracy +6%
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Recharge Speed
- (A) Hecatomb - Accuracy/Damage/Recharge
- (11) Hecatomb - Accuracy/Recharge
- (11) Hecatomb - Damage/Endurance
- (13) Hecatomb - Damage/Recharge
- (23) Hecatomb - Chance of Damage(Negative)
- (31) Hecatomb - Damage
- (A) Adjusted Targeting - Recharge
- (17) Adjusted Targeting - To Hit Buff/Recharge
- (A) Jumping IO
- (A) Adjusted Targeting - Recharge
- (17) Adjusted Targeting - To Hit Buff/Recharge
- (A) Superior Blaster's Wrath - Accuracy/Damage
- (19) Superior Blaster's Wrath - Damage/Recharge
- (19) Superior Blaster's Wrath - Accuracy/Damage/Recharge
- (21) Superior Blaster's Wrath - Accuracy/Damage/Endurance
- (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
- (37) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
- (A) Accuracy IO
- (21) HamiO:Golgi Exposure
- (27) Empty
- (34) HamiO:Golgi Exposure
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Recharge Speed
- (A) Sting of the Manticore - Accuracy/Damage
- (27) Sting of the Manticore - Damage/Endurance
- (29) Sting of the Manticore - Damage/Interrupt/Recharge
- (31) Sting of the Manticore - Damage/Endurance/Recharge
- (43) Sting of the Manticore - Chance of Damage(Toxic)
- (50) Apocalypse - Damage/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (45) Obliteration - Damage
- (A) Endurance Reduction IO
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage
- (34) Obliteration - Damage/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage
- (37) Obliteration - Damage/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Armageddon - Accuracy/Damage/Recharge
- (39) Armageddon - Accuracy/Recharge
- (39) Armageddon - Damage/Endurance
- (39) Armageddon - Damage
- (40) Armageddon - Chance for Fire Damage
- (43) Fury of the Gladiator - Chance for Res Debuff
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (45) Positron's Blast - Chance of Damage(Energy)
- (46) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
- (A) Gladiator's Armor - End/Resist
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Absolute Amazement - Stun/Recharge
- (48) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Quickfoot - Endurance/RunSpeed
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (48) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (45) Performance Shifter - EndMod
- (48) Performance Shifter - Chance for +End
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Pyronic Radial Final Judgement
Level 50: Cimeroran Radial Superior Ally
Level 50: Barrier Partial Core Invocation
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Quote:That's why I find it confusing that Mids shows 90 for the damage of Blazing Aura, 40 base plus 5x13.39 (75%). It should show "5x13.39 (75%) special every 10 seconds", which would then result in a total of 40 + 10 = 50. (50 / 2s tick divided by 5 ticks every 10 seconds).Mids is accurate in most cases. The issue with Blazing Aura is that it deals its damage once every 2 seconds, while the Interface will proc only once every 10 seconds.
The 40 base includes effects from T4 Musculature and T4 Assault. Which makes me wonder: Does anyone know what the effects of Hybrid Assault are on an always on damage toggle power? Would the amount of damage from a damage aura be fixed based on the Dmg multiplier when it's toggled on, or would the amount of damage vary based on the current damage buff every 10 seconds? -
Quote:Ah. Now it makes sense. Thanks. That takes it from a -40 DPS to +40, if your existing characters happen to have Devices to sustain the +22% ToHit, or you have enough team mates around with Tactics running. Otherwise, it'll cost 1.17 seconds to activate Aim or BU every time. I think it will be very awkward/annoying, however, if you're firing at a good clip, and suddenly your team mate wanders out of range, and your snipe starts doing interrupts again.I think you're misunderstanding how the animation time is listed. Blazing Bolt, for example, has a 4.67s animation and 3s interrupt time. That doesn't mean it normally takes 7.67s to activate - it takes 4.67s total, and is interruptable for the first 3s of that. Removing the interrupt time reduces it to a 1.67s activation. This isn't quite Blaze-level DPA, but still very high, and some snipe powers are faster still, with AR having the fastest at .67s.
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I really don't see how the snipe changes make it any more viable a power past the opening shot of a battle. The interrupt time is eliminated, that's 2 seconds with any sniper set in the power. There's still 4.67 seconds of activation time and about an equal amount of recharge time and most likely 1.17 seconds for Aim or BU. In the Fire Blast primary 4.67 seconds is equal to the combined activation times of Flares, Fire Blast, Fire Ball, and Blaze. Once you move in from snipe range to the 80-ft range of the other powers (88-ft with the ATIO set), what's the point? With my current build, I can just stand there and spam Flares and Fire Blast or simply hit my Blaze power every 4 seconds and do more damage than a snipe in the time it takes to get a snipe off. Just adding the snipe to my attack chain will drop my single-target sustained DPS by 40.
It's great that the Blaze range is being extended to 80-ft, although personally I'm almost always within the 40-ft range to pick off anyone who's left after I've done Aim-BU-Spring Attack-Burn-Fire Sword Circle-Consume.
Regarding Blazing Aura (which as others have noted has always been a pretty worthless power), could someone confirm that Mid's is still showing inaccurate damage from Interface proc's? It shows a net increase of 50 points of damage when Interface is turned on (same with Hot Feet). My understanding is that it should actually be +10 points (67 * .75 / 5). -
Actually, the main point of my post was to show that it is in fact possible to achieve perma-* and a s/l defense cap with a human-only build that is reasonably playable (i.e., does not have Kinetic Combat sets in five of the powers) and that is attainable by a much larger percentage of the community (the 99%, if you will :-)) that cannot do task forces 24/7 to generate the kind of capital you have. I would also submit that my build appears to have a higher aggregate DPS than several of the purple builds I've seen here and better endurance recovery to sustain the DPS.
My question was was specifically asking why achieving a S/L defense cap was so important given capped resistance and a very good heal and given that many AVs do other than S/L damage. I would aim for more balanced defense (or at least melee vs s/l though they usually come together) and more dps/-res/control to kill the bad guys faster. -
I've been playing with human-only vs Tri-Form builds and couldn't resist the challenge. Here's a human-only build with no Purples or PVP IO's. It uses 5 LotG's and 5 Kinetic Combat sets which will cost about 800m, roughly equivalent to 1-2 purples (single IO's, not sets) and less than half of a Gladiator +3. It has +45% S/L defense, 85% resistance for all but Psionic and is perma-LF,IL,EB. The build uses Musculature Alpha for more DPS and endurance.
Personally, I would actually trade some of the S/L defense for more balanced defense and/or more DPS by slotting some procs in Bolt, RS, and IS, and I'd take Assault over a Tactics mule.
Since I haven't played a human-only build, what exactly is the allure of having S/L defense capped anyway? With greater DPS and -Res procs I might kill the energy critter in front of me that's debuffing my defenses and still have time to go save a capped S/L PB nearby before he dies.
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I have a couple lvl 50 blasters and I've been looking for something to do with them and finally decided to try PVP. I do tend to blap quite a bit, and one thing I haven't seen anyone comment on is the huge increase in damage that now exists on the pool fighting powers (AS, JK, Kick, etc.). I've been rebuilding my Fire/Fire blaster (which I enjoyed immensely in PVE) and it seems I can get 500 a pop out of Kick and Jump Kick every 2-3 seconds. FS and FSC combine for another 500. Throw a knockdown bonus IO in FS and much of the time I'll get a nice knockdown as well. The blasts seem lame in comparison (not that I mind 80% more dmg in Flares and Fire Blast). Am I missing something?
A couple other questions occurred to me. Are PVP builds mostly single target or are there still good reasons to have AOE's (at least those whose power isn't nerfed)? And how much Accuracy bonus is enough? In Mid's I'm getting about 150% Accuracy for most everything that needs it. I've seen comments about adding to +Dmg and +HP. Are set bonuses better spent there?
Here's the build I'm currently kicking around.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Hold%(34), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/Rchg(40), Range-I(50)
Level 1: Ring of Fire -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(3), GravAnch-Acc/Rchg(9), GravAnch-Immob(31), GravAnch-Hold%(40), Range-I(50)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(37), Range-I(45)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Knock%(19)
Level 6: Jump Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Rec'dRet-Pcptn(34)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Heal-I(48)
Level 20: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(45)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(27)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(25), S'fstPrt-ResDam/Def+(36)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(31), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(37)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(48)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(40)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(43), LkGmblr-Def/Rchg(50)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), EoCur-Hold/Rng(43), G'Wdw-Hold/Rng(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-EndRdx(48)
Level 47: Rise of the Phoenix -- RgnTis-Regen+(A)
Level 49: Super Speed -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A), Clrty-Stlth(33)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]13.9% Defense(Energy)[*]13.9% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]11.8% Defense(Ranged)[*]6.13% Defense(AoE)[*]27.5% Enhancement(RechargeTime)[*]61% Enhancement(Accuracy)[*]18% FlySpeed[*]108.4 HP (9%) HitPoints[*]18% JumpHeight[*]18% JumpSpeed[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 8.25%[*]20% Perception[*]13% (0.22 End/sec) Recovery[*]68% (3.42 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]3.13% Resistance(Negative)[*]18% RunSpeed[/list] -
I have a 9500GT on a 4-processor Windows Server 2008 system with 6GB ram. I tried various flavors of drivers with the v2 patch installed and CoH invariably crashes after 0-10 minutes of doing essentially nothing in game. I just applied Vista SP2 Beta and the behavior is unchanged. At this point I have 181.00 installed with PhysX disabled. Is it worth going through the older drivers, or should I hold my breath for someone at NCSoft or nVidia to run this in a debugger and actually find and fix the problem?