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Posts
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Joined
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Quote:How are the powersets extra window dressing? There have always been powersets under development that, when released, were included in my $15 or by buying the new expansions like Going Rogue (which I did).According to a recent post by Second Measure, they want to keep new content free for VIPs at all times (so story arcs, TFs, etc.). The only thing they'll charge for is the extra window dressing thing, so some costume sets, powersets, etc. They're following that exactly with I21. Some new free powersets, others for pay, same for costumes, etc.
I do hope they plan on making new powersets have a sale when they come in. That's a good idea, even if I do think the normal, off sale price is a little high.
I actually bought Beam Rifle, but the more I think about it the more galled I am that I'm being charged the same amount and getting less. If NCSoft wants to microtransaction a bunch of items like the XP temp powers, fair enough, but making us buy the powersets separately from our $15 seems like they are really changing the equation. -
You may want to check out this old thread. There's been a lot of useful discussion on this already.
http://boards.cityofheroes.com/showthread.php?t=195250 -
+1 to lag. I ran a BAF last night and it was embarrassing. Substantial complaining in the raid. We did succeed, ultimately, but we had to kill Thing 1 and Thing 2 twice, of course.
I have my issues with the I20 raid system, but I've been sticking with it. This issue needs to be fixed. It doesn't make BAF completely unplayable, but it makes it very frustrating. As frustrating as work, and they pay me. -
Quote:True.Don't be deceived by the small numbers. If that 8% resistance to smashing/lethal pushes you from 82% to 90% resistance, it nearly doubles your effective health vs. smashing/lethal attacks. As you approach the defense and resist caps, your marginal gains from each percentage point of improvement grows.
And if you are were another build and pushing all of your res powers got you to 80-85% resistance to S\L, Cardiac would be incredible.
But if you are an Inv tanker at 82% S\L res, it would be MUCH easier to get that survivability by simply socketing your res powers. -
Quote:If you are an invulnerability tank and your S\L resistance isn't already capped before Cardiac, you're doing it wrong. RPD, TI, Tough, and Unyielding give you 60% S\L resistance without any enhancements. Enhance that by 50% in each and you are capped. In which case, Cardiac gives you a pittance of exotic resistances that are as likely to keep you alive as Lord Recluse's respect for you as a person.If you're a resistance-based tanker and you're NOT taking Cardiac, you're doing it wrong.
For an invulnerability tanker, Cardiac Core Paragon gives you:
Quote:This is all in addition to the huge endurance discount you get, and whatever fractional improvements you get from the ED-affected bonuses you'll get as well.
It would be significant to a brute or scrapper, however. -
I don't get a lot of damage out of the pet. She seems fairly fragile to me, but I wanted to try it because of the two nice +def bonuses in that set.
I normally have Fury at about 70%, and with AAO Gloom easily hits for over 200.
Is there a general consensus I've missed on the attack chain for Brute KM? -
So, I've been level 50 for a while, and I'm finding a brute with capped positionals to be highly entertaining. I've been working on increasing my recharge and getting an actual attack chain rather than clicking whatever is up.
I've heard good things about the Brute form of Gloom in Soul Mastery, so I recently changed to that from Energy Master (with SC and PP). What I didn't realize is that using Gloom heavily in my chain is -murdering- my endurance. The DPA may be really high, but its End/s is killing me.
At any rate, I'm trying to see if I can squeeze out enough damage to solo turrets in RWZ, just as a fun target to hit. If anyone has suggestions on an attack chain or a change to the build, I'd love to hear it.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Immovable Wall: Level 50 Technology Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Body Blow- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (13) Touch of Death - Accuracy/Damage/Endurance
- (21) Touch of Death - Damage/Endurance/Recharge
- (39) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (15) Titanium Coating - Resistance
- (31) Titanium Coating - Resistance/Endurance
- (39) Titanium Coating - Resistance/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (7) Mako's Bite - Damage/Recharge
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (25) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Jumping IO
- (A) Resist Damage IO
- (19) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Heal/Endurance
- (40) Numina's Convalescence - Heal/Recharge
- (A) Defense Buff IO
- (46) Defense Buff IO
- (A) Empty
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Aegis - Resistance
- (21) Aegis - Resistance/Endurance
- (34) Aegis - Resistance/Recharge
- (A) Multi Strike - Accuracy/Damage
- (23) Multi Strike - Damage/Endurance
- (23) Multi Strike - Damage/Recharge
- (27) Multi Strike - Accuracy/Damage/Endurance
- (29) Multi Strike - Accuracy/Endurance
- (29) Multi Strike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Recharge
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Hecatomb - Accuracy/Damage/Recharge
- (33) Hecatomb - Damage/Recharge
- (33) Hecatomb - Damage/Endurance
- (33) Hecatomb - Chance of Damage(Negative)
- (34) Hecatomb - Accuracy/Recharge
- (34) Touch of Death - Chance of Damage(Negative)
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Damage/Endurance
- (45) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (50) Endurance Reduction IO
- (A) To Hit Debuff IO
- (A) Blood Mandate - Accuracy/Damage
- (48) Blood Mandate - Damage/Endurance
- (48) Blood Mandate - Accuracy/Endurance
- (48) Blood Mandate - Accuracy/Damage/Endurance
- (50) Blood Mandate - Accuracy
- (50) Blood Mandate - Damage
- (A) Endurance Reduction IO
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Partial Core Revamp
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed
- (A) Miracle - Heal
- (11) Miracle - +Recovery
- (42) Numina's Convalescence - Heal/Recharge
- (43) Numina's Convalescence - Heal
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping
- (A) Performance Shifter - EndMod
- (17) Performance Shifter - EndMod/Recharge
- (42) Performance Shifter - EndMod/Accuracy
- (42) Performance Shifter - Chance for +End
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So, I've been 50 for a while and I'm doing pretty well in most circumstances (thank you CMA). I'm softcapped for S/L/E/N on def and sitting at ~40% for F/C. That being said, I'm far from optimal (picked Recall Friend on a whim and have an extra slot in Unstoppable).
I'm trying to decide where I can change my sets to get a little more out of what I have. I'd like to work in more recharge without losing my softcap, but I'm not sure where to add that outside of moving to another LOTG or two. I would try to work in another attack if DB combos didn't make that...complicated.
I'd also love to hear any suggestions for an Alpha slot here. I have a first tier Nerve (thinking of the def buff that I've realized won't help), and have a number of incarnate pieces on me waiting for me to decide what direction to go in.
Thanks in advance for any help.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Terracotta Soldier: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(37)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(15), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg/EndRdx(27)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15)
Level 4: Ablating Strike -- AnWeak-%ToHit(A), AnWeak-Acc/DefDeb(5), AnWeak-Acc/Rchg(7), AnWeak-DefDeb/EndRdx/Rchg(13), AnWeak-Acc/Rchg/EndRdx(25)
Level 6: Combat Jumping -- DefBuff(A), DefBuff(34)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 10: Boxing -- Empty(A)
Level 12: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg/Rng(46)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23), Sciroc-Dmg/EndRdx(37)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19), Taunt(46), LkGmblr-Def/EndRdx/Rchg(50)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33), Aegis-Psi/Status(39)
Level 22: Resist Physical Damage -- ResDam(A), ResDam(40)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Knock%(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(40)
Level 30: Recall Friend -- Empty(A)
Level 32: Resist Energies -- ResDam(A), ResDam(42)
Level 35: Sweeping Strike -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx(45)
Level 38: Resist Elements -- ResDam(A), ResDam(45)
Level 41: Salt Crystals -- LgcRps-Acc/EndRdx(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/Sleep(43), LgcRps-Acc/Rchg(46), LgcRps-Acc/Sleep/Rchg(48)
Level 44: Fossilize -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45)
Level 47: Hasten -- RechRdx(A), RechRdx(48)
Level 49: Unstoppable -- RechRdx(A), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal(A), Heal(21)
Level 2: Stamina -- EndMod(A), EndMod(23), EndMod(34)
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Quote:Which is why I'm saying it isn't merely additive, but I suppose that is a matter of perspective.This isn't the case. Damage buffs do not multiply a character's enhanced damage totals, it adds to them and combines into the total which multiplies base damage.
I had read somewhere that enhancements factor in against that limit. Guess I haven't been factoring that in, so thanks for that. -
Quote:The +dam from kinetics can push most archtypes to 400% of normal damage, so yes, it's multiplicative. It would be additive if it added say a flat 5 damage to any attacks.The -res is almost always better than the -regen, unless you're trying to solo them. It's actually why I didn't list Kinetics higher, since you're more likely to get a higher damage contribution from the multiplicative effect of -resistance as opposed to the additive effect of +dam.
As to which is more effective at increasing damage, it would depend on the strength of the de/buffs. I'm not aware of anyway to stack -300% res from one character (but that doesn't mean it doesn't exist), but that's what it would take to match a kin that's maxxed damage. Well, with only one target, the buff might be more like +250% not +300%.
I think kin/sonic (which I play) is a scary combo because +dam and -res are both multiplicative and multiply each other.
If you are doing 400% damage from Fulcrum Shifts and Siphon Powers, then hit the target with a single sonic debuff with -20% res, you increase your total damage by 20%. So, 480% not 420%. -
Quote:Well, I ran an ITF two nights ago with 2 tanks, 2 scrappers, 2 brutes, and one dom. I think the dom was doing a good job with the control, but I was the only buffer and we had no debuffer. And we crushed ITF. So no, I wouldn't say its shallow.Sure kinetics is fast paced and its a fun and fast ride but it almost feels shallow like its not enough to bring it to 50. I am starting to think it might need a little work, sb is nice and all but its not everything.
There's been some discussion about a lack of mitigation, but the damage debuffs are considerable. Just checked RedTomax, and both Siphon Power and Fulcrum Shift debuff with:- DMG(All Types) -25% for 30s PvE only [Ignores Enhancements & Buffs]
Am I misunderstanding how this debuff works? -
CMA: I haven't really watched my health when using Dull Pain, I guess, but I have 15% from accolades and DP seems to put me at the cap for 48.
Its really tempting to try to do something about psi, but I guess the simple approach is just to carry a few oranges and call it a day. -
Well, my Inv/DB tanker just hit the S/L softcap at level 48, and his SL resistance has been capped for a while. What should my next goal be?
Trying to up my Energies/Elements defense or res? Maxing health? Trying to grab a few psi res bonuses? -
Quote:I'm actually running Inv/DB now and just hit 48 (feel free to discount my comments based on that if you want), and while several of your comments seemed valid, some of the others I can't agree with.Unyielding doesn't need more than the first slot, until you start filling in Sets (Despite what CMA says in his 1-20 guide-let). Its extra resistances are miniscule and even full SO slotting will only raise its contribution to +15% resistance to exotics. I'd actually slot it (later) with Steadfast - End/Res and Res/Def, and some random End/Res to round it out, and leave it at that.
Weave is going to need more EndRed - IMO.
Sweeping Strike - The Obliterations are 'positional' defense and that doesn't stack with the 'typed' defenses that your powers give you - I'd choose another set, here.
If you're saying that Unyielding doesn't need to be socketed right way, fair enough, but if you're saying that 15% doesn't matter I'd have to disagree. My tank is only vaguely aware of enemies that do s/l damage but that 15% is pretty helpful when surrounded by a ton of fire or energy users.
End is a concern and we are talking about a lot of toggles, but it seemed odd to comment on Weave needing more end reduction when Tough and Invincibility have the same amount of reduction and they cost as much or more.
Anyway, if you need to drop endurance usage you are better off making sure you have extra end red in your attacks. 4 of the 5 attacks the OP is using have a base cost that is above or very close to their recharge time, meaning they cost 1.0+ end/s. Weave and Tough only have a base cost of .32/s.
On top of that he has Conserve and PP at high levels, so yea.
Obliteration isn't giving him any defense at all, since he didn't get the 6 piece. Positional defense isn't all bad anyway, since it will help with Psi attacks. The Eradication/Scirocco's combo looks like a good pick out of PBAoEs, thought I might have used a 6th slot to get the negative res.