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Posts
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Probably twice since procs check the instant a power fires and then 10 seconds later.
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How much recharge you need depends on several things. If you have a power that you need to get fully permanent (like Domination or Phantom Army) then you obviously need enough recharge to make that happen. If you don't have any such powers then my personal goals would depend on what type of powers I did have:
- Long recharge powers that can't be permanent = as much recharge as I can get without giving up too much damage or survivability
- Mostly shorter recharge / every spawn powers = enough recharge to get an optimum attack chain
- No long recharge powers that need lots of recharge and an easy attack chain (ex: Axe/WP Brute) = don't worry about recharge, slot for other things
And regarding how much is too much, it varies wildly depending on the character build. A Bots/FF Mastermind could probably get by just fine with no global recharge at all, while an Ill/Rad Controller basically can never have too much. -
Actually, I'd be less likely to skip it on a weapon based primary since it gives you another AoE to use before worrying about redraw. Combustion is slow since it's a DoT but it has a better radius than Fire Sword Circle, which makes it somewhat useful if you expect to be jumping in the middle of large spawns (and if you aren't, why play /fire?
) I'd personally skip Empty Clips and just jump into spawns hitting Combustion -> FSC -> Burn, then pull the guns and start blasting (if Hail of Bullets is up you can lead with that instead). Combustion is somewhat underrated if you stay in melee a lot... it makes a nice substitute for a cone which can be a pain to use in the middle of a pile-up. My Fire/Fire Blaster uses Combustion instead of Fire Breath and it works quite well, plus it's another place to drop an Obliteration set for S/L defense since /Fire has only one power that can take Kinetic Combat.
Combustion is probably a bad idea if you have enough burst AoE to drop a spawn in a few seconds, but assuming most of your targets will survive at least 5-6 seconds (quite likely unless fighting weak enemies) it's actually a nice power. It doesn't do much on steamroller teams that flatten all the minions in 3 seconds but in most other situations it's fine. -
Quote:You're running multiple toggles plus firing off a lot of high damage (and high endurance) attacks... you'll need to slot for endurance, get endurance / recovery bonuses from sets, and also probably use Drain Psyche. Remember that AE farm performance is pretty much meaningless as far as the rest of the game is concerned since you don't have endless inspirations in the real game.Yeah I've still been using it on single targets for the regen debuff but I don't notice it doing very much for my recovery. I figured since I built for recovery and end bonuses I would be able to focus my slotting on accuracy and damage.
Quote:edit: I'm surprised you would say regen doesn't matter much for this build, I figured any extra regen I got from set bonuses would compliment drain psyche well. -
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Quote:To be fair, many other MMOs use a Tank + Healer + DPS model where you basically have to spam heals on a tank who taunts while other people do the damage. There are variations and special tricks in some boss fights, but it generally boils down to tank + heal + DPS all the time, and only that combination can work. People who got as sick of that model as I did are likely to get annoyed when CoX starts adding content that seems to be the same boring formula that almost every other MMO uses.Simplistic system? As opposed to what, load in and win, like everything else in this game?
Hate to break it to you, but everything in this game is pretty damn simplistic. Something that requires you to actively pay attention is a huge plus in my book.
At least in this game there's plenty of alternative healing sources besides dedicated "healers". It's still a bit annoying to have an encounter that specifically requires burst healing (or capped resists, or massive defense, or any other specific mitigation strategy) since this game is usually built around not having specific required power types, but it's no worse than having to have holds in a LGTF. I think the main reason people gripe is that they're afraid we're moving toward formulaic raids with one specific required strategy like you have in [random fantasy MMO with 10+ million subscribers]. -
That's because overall Cold Domination is simply better than Force Field in most situations. FF has more total defense and some limited mez protection but Cold has good defense and some nasty debuffs... in general people prefer sets that help keep you alive and help you kill faster to sets that just help keep you alive. That doesn't mean FF is a bad set and most people are happy to have one on the team, it just means that like any pure (defensive) buff set it's not going to be quite as good as a combination buff/debuff set unless you need maximum survivability. And since there are almost no places in this game where you do need maximum survivability...
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If you want something completely different, try a Demons/Thermal or Demons/Dark MM. They both tend to steamroll most things even in Praetoria and Demons/Thermal has the added advantage of laughing at Destroyers and their stupid burn patches (and also Scrapyarders if you go redside, which feels great if you've tried MMs before and been flattened by Demolitionists).
As far as Scrappers go, Kin/WP might be a good choice if you hate the way Shield affects Kinetic's animations. Less damage but you'll be harder to kill (especially on a budget build). Fire/Shield is also nice and looks quite good, especially with the energy shield (looks better than the actual fire one). My personal favorite melee character is my Fire/Fire Blaster, but you really need some Blaster experience and a pretty high budget to make a PBAoE focused melee Blaster work. -
Quote:It's worth getting Premium membership without having to buy any Paragon points, plus additional bonuses based on how much paid subscription time you have.I know that, my question was directed towards getting a redname answer on whether or not those people who bought a retail copy get something in return. Like a few points or something. I bought CoH ages ago, no special edition, just the regular version. I want to know if that's worth something extra in Freedom.
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My guess is that hitting 20 on a Hero (regardless of AT) will unlock HEATs and hitting 20 on a Villain (regardless of AT) will unlock VEATs. Most likely you'll unlock them whether you can actually play one or not, but you'll have to purchase the desired epic AT before actually creating one if you are a free player.
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The main purpose of MMO endgame content is generally to get stronger so you can do harder endgame content, and CoX seems to be following that formula. That means that if you don't have time to run a character through trials and slot up Incarnate powers then that character should still be perfectly playable in non-trial environments... sure the fully slotted out guys are going to be better but you'll still be able to complete a normal TF / story arc / whatever just fine without fancy Incarnate powers. You probably won't be able to do the later Incarnate content on that character, but since you aren't going to have time to run a bunch of characters' worth of Incarnate stuff that's no big deal.
As for when to delete characters, I delete one if I want a new character to be on Virtue and like the concept better than one of my existing 36 characters there.(If I'm just testing something out I put it on a different server.)
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My Archery/Energy is set up for pure ranged blasting, with decent ranged defense and recharge. Archery plus Hover and Boost Range is very nice... you can generally avoid getting near enemies and still have a full attack chain. I tend to save melee for dealing with pesky mobs that manage to reach me since I don't like redraw.
Alternately, you can build for massive recharge and just pick up some modest ranged defense. That gives you Rain of Arrows + Aim or Build Up every spawn and pretty much means you aren't going to have many targets left to fight back. On the other hand, what is left is going to be the bosses and Lts so if you can manage at least some defense it would help. -
Mids has a very nice feature for quickly checking your set bonuses: click the "view active sets" button and it will list all of your set bonuses and flag any bonuses that you have more than five of. In your case, you don't have any over the cap.
I see a couple of things you may want to change. Ever since the recent Fly speed boost it has hit the speed cap unenhanced, so you can drop the second slot in Fly and pop in an endurance enhancement in the default slot and see no change in speed at all. Or else just drop Fly entirely and use Raptor Packs since those also come within about 1 MPH of the cap, which wold allow you to take Force of Nature. Also, you don't want to skip Power Bolt because it's a critical part of your ranged single target chain and (more importantly) you can use it while stunned or held, which will be often. Other than that you probably should decide what specifically you are going for... my personal suggestion would be to go for S/L defense (if you use melee a lot) or Ranged defense (if you mainly blast from a distance) plus 40-50% recharge or so. Having a modest amount of every defense and a little recharge tends to be less effective than a ton of recharge or lots of one or two defense types.
I might try something like this:
Code:You get decent recharge, good S/L defense plus decent S/L resists, and also decent Ranged defense. It is not a cheap build, but if you like blapping you're going to need S/L defense and those sets are expensive. A much cheaper option would be to focus on ranged defense and recharge but you'd have to be very careful what you tried to melee in that case. Anyway, you get the idea... pick a goal (melee survivability in this case) and try to build for it as best you can without wrecking other aspects of your build. For instance, softcapped defense isn't going to do you a whole lot of good if you don't actually have decent firepower... you're a Blaster, not a tank, so you kind of need to be able to actually kill stuff.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1383;661;1322;HEX;| |78DA6593596F125114C7EFC050CA56D60AA52D5B37163B42347189B189DA26356D5| |25B35FAD4209DC0243883301879F333F8E283BBAF465FDC3E95CBBB0B3D73FE97B6| |91099CDFCCB967BDE7DEEDC7D783423C59134AE85ABBDEEBED5F2569EB5DFF2DBDD| |132ADB6D51C08AF106256EAF777EB66533FD0D64DBDDB1CC07A61B4B6D7EF74ACAE| |3D5ADCAE9B46A7DFAEDB86654637CD96DED54D5B1BBD84762CABAD6D18CD966D98C| |D307F6DE9F503BDDB6B199DFFBFA3FCBD693E327AC67DA36DD883D87AC768681B56| |B7A1532627FF2045852ED1FFBC183D438F78492808D72BE035437D03BC654CBC633| |C38F6728B1D56256E324EED027B8C0B2415195D81EB04924C22C92492F891C48F24| |1749BAE1A5BA3FB12AF819F8C298FA0A7C635C22E991493C881041920892C490248| |62409D46191F4C2CBE57DEE12222E565E30521536E890F4C9B03EB49341AB19B49A| |41ABB97B8CF25D86493220BD023048C32B0DAF39849A73CC53A27C9BA1502521788| |9509A0D2E930CCBFAC2286C056596509F9B7CA20A66104DD2CBBC584C314A19C531| |582D3354B28BC3CE13F76325C038130442C014A3166644C96B1A5EAEE9695695E28| |C728411278324EA5392282C8532AF906E468E6F06E3CB617C398C2F8FF1E531BE87| |CE9591BDCFA2B584D76903AA79245FA38FACDCD7EC6F17FBFF612CFC05FE316A43C| |0394005617338042A20765F1E7C27D01266B18C012D6340CB98DA0A26B37A87F19E| |C21565A062860D3E90AA22F7BF821D3F9D070A4096F191EC34E9AAA18618F55795A| |A6A1EE7413DBA51F4A347E4D5D1E5190ECB63ABD5314D6D4C73764C736E4CB3759C| |858E3BEFDD8E7A746985C246BEC8D1851C7EF7D3AA745056B9F69F275537B8E91F2| |75545B6FA75AC722B39562D008B4F39EFE233C6214AAFD96A| |-------------------------------------------------------------------|
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I'd go Defender for a Sonic/Sonic. Defenders get more -resist from Sonic Blast's attacks as well as Sonic Siphon and Disruption Field, which will help you do closer to Corruptor level damage solo and will contribute more overall damage than a Corruptor while teamed. A Sonic Blaster will be stronger solo but a Sonic/Sonic Corruptor or Defender will probably account for more damage on a team and will have some nice buffs as well.
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Also, some handy numbers to keep in mind:
- ED capped recharge with no global bonus = recharges in about half the normal time.
- Hasten plus modest global recharge (or high global recharge w/o Hasten) + ED capped recharge = recharges in about a third the normal time.
- Perma-Hasten (around 130% global recharge) plus ED capped recharge = recharges in about a quarter the normal time.
- Absurdly high recharge (perma-Hasten + perma-AM + Very Rare Spiritual + well over 100% global recharge) = recharges in around 22% normal time.
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Electric Fences is the only one of the patron AoE immobilizes with -KB. Unfortunately, it also has a smaller area than some of the others.
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It depends on how you use /Energy. If you use it for the range boost, early Build Up, and Conserve Power then Archery goes very well with it for an ultra-long range Blaster (Archery has a full 80' attack chain instead of a short ranged tier 3). If you like using the energy punches then Fire, Sonic and Ice are great choices... Fire gives you AoE damage to add to your good single target melee, Sonic lets you put a spawn to sleep and then pummel them one at a time, and Ice lets you lock down targets with holds while you stun and demolish others with punches.
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My Fire/Fire Blaster is quite flashy, especially since all of her attacks are brightly colored (and different colors for each attack). Rad/Fire Blasters can also put out so much shiny that you'll want to turn down your monitor's brightness. But I have to agree with Plant/Storm as the overall winner. The sheer amount of visual (and actual) chaos you can create with vines lashing around everywhere while tornadoes and thunderclouds smash things while freezing rain and snow are blowing around in hurricane winds... you just have to see it to believe it.
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Get Flares. You can use Flares and Fire Blast while mezzed, so you'll want both of them because at high levels you'll be mezzed fairly often. Otherwise you'll only have Fire Blast and Power Thrust, and Power Thrust isn't likely to be much use since it's melee and it knocks things out of melee range...
(If you only team it's not as big a deal, but if you solo much at all you'll want Flares.) -
I find the best way to get shards is to run TFs. "Kill most" ITFs are fairly quick and usually give several shards plus decent inf, and running the WTF gives you shards plus a Notice. A couple of non-speedrun ITFs are probably all you'll need to get your tier 1 Alpha, and getting to tier 3 for the level shift isn't a huge pain as long as you play on large teams (unlike other drops, shards have a set chance to drop for each person per kill regardless of team size so bigger teams = faster kills = faster shard collection). You may want to grab your common Alpha and possibly the uncommon from thread recipes if you run trials, but shards are better for the rare since rare components really are pretty rare and you already need quite a few for your other slots.
The tier 4 Alpha is a bit of a pain, but the good news is that it isn't that much better than the tier 3 so you can pick it up at your leisure. The important thing is getting the tier 3 for the level shift so you can perform better in trials and high end TFs. -
DB Scrappers will hit harder (especially since you'll be getting a constant damage buff from Blinding Feint and damage buffs help more on Scrappers than Brutes) but a Brute will be tougher. A lot depends on what secondary you want and whether you like the Brute or Scrapper playstyle better. DB Stalkers have odd variations of the normal combos due to their altered powers list and I don't like them nearly as well as the standard combos, and DB Tanks are... well, tanks. They're nice if you want to tank, not so much if you want big damage.
As far as secondaries go, between redraw and interrupting combos any "clicky" secondary gets annoying. DB/SR is a lot of fun and very thematic for a swashbuckler type character, and DB/WP is a solid choice (especially now that we have inherent Fitness freeing up power slots). Invulnerability might also be good if you don't mind being a bit squishy to psi users. My personal favorite DB character is my DB/SR Brute... the fast moving animations combined with the natural Brute nonstop attacking makes for a fun change of pace from the standard SMASH! Brute experience, and I don't have to do anything to interrupt my chain of attacks except let Practiced Brawler refresh. -
In general, defensive sets that add offense as well offer less mitigation than the ones that only offer defensive abilities. Stone Armor is the toughest defensive set, at the cost of actually lowering your damage output. Most others are a bit weaker than Stone and offer only minor offense (a damage aura) or none at all (non-damage taunt auras). Fire and Shield both offer significant offensive boosts, but are weaker than other defensive sets at actually keeping you alive... and Fire is the weakest of all at mitigation so it's only natural that it be the best at improving offense.
(Actually, Shield was the best offensive boost until the recent Fire buff, which was very annoying to people who liked Fire Armor. Now Fire is a bit better but Shield still adds plenty of damage too so it's a perfectly valid choice if you want high DPS.) -
Capped damage is still zero once you faceplant, and Kin does absolutely nothing to prevent that from happening. It's a great set but I'm not at all sure I'd call it "better" than Rad or Cold... it all depends on what you need, more offense or more survivability.
Also, some sets do get game changing tier 8 and 9 powers, but others get really good lower level powers and less awesome tier 8 and 9s. Traps for instance... Acid Mortar, Poison Trap, and Force Field Generator are good enough that you can skip everything else and still rock. Storm also tends to get its best stuff fairly early, though Tornado and Lightning storm are certainly fun. -
Well, on some BAFs Inferno -> Inferno -> Inferno seems gapless...
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There are two main build types that work well with Fire/Energy:
1) Ranged hover Blaster - Use Boost Range plus Fire's very high damage to wipe out everything before it reaches you (or swat it away with Power Thrust). Focus on ranged defense and recharge, and maybe take Bone Smasher or Total Focus to smack down single targets that fly after you.
2) All out damage machine - Open up with an AoE barrage, then use Blaze and your high damage melee attacks to stun and then wipe out the survivors. Get plenty of recharge and either high ranged defense or high S/L defense plus moderate ranged (depending on what epic pool you want to use). You'll probably want Total Focus and bone Smasher, and maybe Stun too (to quickly stack stuns on a boss) and maybe even Energy Punch if you go the full Blapper route. Combat Jumping is handy since it gives you maneuverability plus immobilize protection (helps avoid getting stuck in place and swarmed). Acrobatics is also decent for the hold protection... it only blocks one hold but you'd be surprised how often that matters since many spawns only have one mob that uses holds.
Even if you go the ranged route it's not a bad idea to pick up Bone Smasher though, since it is a very nice attack and you don't really need a melee focused build to handle melee with one target. Just don't stand (or hover) still long enough for several enemies to get in on you.