StrykerX

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  1. Quote:
    Originally Posted by Psynder13 View Post
    Fire has been improved by leaps and bounds but its still not very good compared to other ATs secondaries. What I wouldnt give to be able to spec into /MM.
    My Fire/Fire Blaster has every /Fire powwr except Blazing Aura and uses them all regularly (even Combustion... the larger radius helps in large spawns). Granted you do need a certain playstyle to really make the most of it though: the AoE Blapper. If you don't stay in melee range a lot /Fire is kind of lacking, but if you're crazy enough to jump right in next to the tank and see how much aggro you can steal from him it's great.
  2. Quote:
    Originally Posted by Auroxis View Post
    And what will you do with such invincibility?
    Get hit 5-10% of the time, just like usual.
  3. Quote:
    Originally Posted by Magentrix View Post
    Anyone suggesting you run Incarnate Trials to get your initial Alpha slot is giving you terrible advice. Without the level shift you get from Tier 3 Alpha, you're highly likely to simply be useless in the Incarnate Trial content.
    That depends a lot on your powersets and build. Buffers work just fine regardless of enemy level, and some damage ATs are built to handle +4s (and with to-hit buffs most can hit +4s well). Debuffers won't be as effective, but then they aren't a lot better against +3s either since either way they're at significantly reduced strength. The main thing is being able to hit +4s reliably... the damage and debuff strength difference isn't that bad between +3 and +4 but the to hit chance difference can be. Fortunately, trials tend to have plenty of to-hit buffing so that's rarely a huge issue.

    That said, if I wanted a Rare Alpha fast I'd do TFs / shard runs. Make sure one of them is the WST and the rest are whatever gives you shards fast (and components if you see a TF forming that gives one you need). For a fast Very Rare I'd get a Rare from TFs / shards and then run trials. If I didn't have the second Rare yet when the WST reset I'd run that and some TFs to craft the second Rare from shards, then do the Very Rare from trial drops. That's if I just wanted it fast, not efficient... the idea is to avoid having to wait two weeks and gather a bunch of shards to make a Favor of the Well. A single Very Rare trial reward should take less than two weeks if you run a bunch of them. The efficient way is to just use shards / Notices to craft the Very Rare Alpha and save your trial drops for the others, since you can just knock out a WST for the Notice and go back to other things (which will earn you shards unless you do nothing but trials) and in a few weeks you have everything you need for the Very Rare Alpha without burning any of those rare trial rewards. (If you get lucky and have an extra Very Rare component you may as well use that, but good luck getting 5 of those before hitting Very Rare on your Alpha unless you just spend all your time in iTrials.)
  4. StrykerX

    DoT and Procs

    Quote:
    Originally Posted by StratoNexus View Post
    In a solo environment it is likely you could only stack 2 to 3 (what is the best chain with the most very low cast time powers?).
    My Fire Blaster uses Blaze -> Fire Sword -> Fire Blast (not quite seamless solo but it would be with a more expensive build)... that chain alone can keep three DoTs going plus a couple more from Hot Feet. Some really fast attacking sets (like the old Dark Melee buzzsaw build) could stack almost four without an aura but it wouldn't be the most efficient DPS in most cases since you'd need to use Boxing or Brawl. Three applications is probably the best you can do with an attack chain optimized for maximum DPS unless the proc adds so much that it's worth using Brawl or Boxing instead of a slower but higher DPA attack.

    Honestly, the only change I can see really being needed is reducing the DoT stack limit to four like the -resist limit. That would have no effect on most solo builds but would tone down rains a bit... not so much because I think they're too overpowered but because they make Reactive so much better on a few select builds than on the rest. Still, even at six if it's only adding 75 DPS that's not a huge deal, especially since that's 75 DPS per team rather than per person. Sure it's a major boost solo, but a tier 3 or 4 Reactive proc is essentially high end raid gear... look at any MMO that has endgame raiding and you'll find that characters with high end raid gear tend to obliterate generic (non-raid) high-level mobs. What we're missing so far is more high-difficulty encounters that let players take advantage of their new power, though at least we can crank up the difficulty. Running lvl 50 TFs at +4/x8 with small teams should provide plenty of challenge regardless of how many tier 4 Incarnate powers you have slotted... hopefully we can get the devs to remove the team size limits on starting TFs (including making them soloable) to make it easier to get a challenge until more difficult content is available.
  5. StrykerX

    DoT and Procs

    Quote:
    Originally Posted by Nihilii View Post
    Sleet does a -30% res debuff, so the proc does roughly 30% more damage than with RoF/IS.

    Rains tick 5 times per second, so the proc does 1000% more damage than with auras (1 tick per 2 seconds), 500-24000% more damage than with a ST attack (animations ranging from 1s to 3s, targets hit by the rain ranging from 1 to 16), or 500-1500% more damage than with AoEs (assuming you've got a nonstop AoE chain).
    That would be true if every tick applied a DoT. However, with a limit of five (or possibly four, not 100% sure which is correct) total DoTs it just means that a rain will max out the DoT damage in one second and immediately refresh them as they fade while an aura will only maintain 2 copies by itself (since each DoT lasts 4 seconds and it applies one evey 2 seconds). As long as you hit a target at least five (or whatever the stack limit is) times every four seconds, regardless of what you use to do so, you will maintain maximum DoT output. Rains are the easiest way to do this since they last quite a while and maintain a full DoT stack by themselves, but an aura plus fast activating attacks can do it too.

    Now if the DoTs aren't capping out then yes, it's broken... but if they are capping out properly then rains just get you to that cap a lot faster. I guess whether it's overpowered or not really depends on your AT... my Fire/Fire Blaster can clear Cim wall spawns in seconds without slotting any Incarnate power at all so for her adding Rain of Fire + Reactive DoTs wouldn't even really be noticeable since everything is dead before the rain would end anyway. My Plant/Storm Controller, on the other hand, could probably get a massive DPS boost from the DoTs since he has Carrion Creepers, Freezing Rain, and Ice Storm.
  6. Quote:
    Originally Posted by Kangstor View Post
    Taking above example people may get same type of rewards over and over because they are a little unlucky hitting at the same portion of string and system time. Considering there are more than 2000 player in CoH (don't know exact number) and assuming that each have at least 2 or 3 level 50's we will have a pool 6000 if string was not long (lets say a string of 500 would be too low for this) enough or somehow repeats similiar behaviour during its lenght (for example if string has a few numbers consecutively 0.45-0.7 results when multiplied with system time) than it may look like it has a pattern which it doesn't and it will be hard to find where is problem.

    I am not saying CoH's random table works like this but its most probably a similiar algorithm which results in such behaviour and people are only seeing this behaviour, this doesn't mean system working wrong or right its not easy to tell this and if its really not dependant on participation as a metric than its almost impossible to see where is the problem (for example the ones I mentioned above) unless you have hundred-thousands of data if not milions.
    While computers can't produce truly random numbers (at least with software alone, I believe there are hardware modules that use physical properties like temperature or light fluctuations to produce true random numbers) they can certainly produce numbers that are close enough to random for this purpose. You might get streaks in a series of rolls that happen very close together (such as multiple people's rolls from the same successful run) but you aren't going to get streaks over multiple runs due to poor random number generation. The C random function (which is what CoH supposedly uses) isn't that bad, and even if it was it wouldn't behave differently for one character than another unless it used some fixed value from the character itself as a seed (which would be a bad idea).

    I consider it far more likely that the odds of seeing someone post about their drops are far higher if the drops happen to be very good or very bad, and therefore we hear a lot more from the statistical outliers here than we do from the people in the middle of the curve. With thousands (likely tens of thousands) of players running trials you'd expect a small percentage to get odd results just through normal random chance, and those people will generally be the ones talking the loudest.
  7. Quote:
    Originally Posted by MajorTractor View Post
    There is obviously some randomness to it, but I don't believe "choice of component is random and is not dependent on personal participation." Because if that is true my ss/fire brute is the luckiest character ever.
    The way I see it, there are three possibilities:

    - Once you qualify for a component the roll really is random and not affected by your personal performance, and characters that seem to be especially good or bad at getting rares are purely statistical blips caused by not running enough trials to get a true average distribution.

    - Once you qualify for a component the roll is random with a bonus due to either league or team participation scores (but not individual score). However, some ATs / builds can generate such high participation scores that they significantly boost the team score and therefore increase the chances of a good reward for the whole team or league. Players of such characters will notice more good rewards since while everyone on their team gets the bonus, they aren't always teamed with the same people. Therefore, the "good" character always gets the bonus but others only get the bonus when they happen to team with such a "good" character.

    - Once you qualify for a component the roll is random with a bonus that is supposed to be due to either league or team participation scores but is in fact incorrectly using individual score instead due to a bug. The devs believe your personal efforts only determine whether you get threads or not, but in fact they can indeed help you get a rare or very rare.

    As far as which possibility is correct, I have absolutely no idea because I lack enough data to do more than make wild guesses.

    (My wild guess: the second option. Take it for what it's worth... pretty much nothing. )
  8. StrykerX

    DoT and Procs

    Quote:
    Originally Posted by JayboH View Post
    I know. Rains MAYBE, but not auras people. Auras are not broken, but rains might be.
    I don't really think they are. All they do is quickly stack the maximum number of DoTs on everything, but on a team anything strong enough to last more than a few seconds against the standard AoE barrage is going to have a max stack of DoTs on it anyway just from all the attacks it'll be taking. About the only thing rains + reactive procs do is let you solo normal mobs easier, but since Incarnate abilities are supposed to be Phenomenal Cosmic Power we kind of should do that...
  9. I would really like to see a "no FX" option for Energy Manipulation. Right now there is no martial arts / "natural" melee secondary for Blasters, just Devices which has no real melee attacks. Especially now that we have Dual Pistols, since most true "gun fu" concepts tend to rely on both guns and hand to hand combat... A martial arts based secondary would be great but would take a lot of time to create, so in the interest of feasibility it would make more sense to use an existing set. Energy's punches already look decent for a "natural" character, we just need a way to turn off the glow.
  10. As I understand it the Reactive proc does not apply a normal DoT at all, but instead grants the target a power that debuffs their resists and/or has a chance to damage them (depending on which Reactive you have slotted). There are stack limits on how many copies of this power a target may have... I've heard four for the -resist portion and possibly five for the DoT (presumably the self-debuff and self-damage are two separate powers).

    So if you have a Reactive Partial Radial Conversion, for example (50% DoT chance, 25% debuff chance) then what I believe happens when you hit someone is:

    - There is a 25% chance to apply one stack of 2.5% resist debuff, provided the target does not already have four on them. This debuff is in the form of a granted self-debuff power rather than a normal debuff, so it does not scale based on AT modifiers, though it might scale based on level.

    - One stack of a self-damage power is granted as long as the target does not already have five (or maybe just four) copies on it. This power has a 50% chance each tick of doing 13.39 fire damage which definitely is adjusted for level difference (but not AT since it's a granted self damage power) and it lasts five ticks. Every hit always applies a stack of this power, unlike normal DoTs... so every time you damage something (including every tick of a rain or damage aura) you always add another copy of the DoT (unless you're at the cap) which then has a 50% chance per tick of actually doing damage. The Reactive DoTs also do not cancel on miss like Fire DoTs so you can miss the first four chances and then see the last tick go off.

    Note that this mechanic does limit the usefulness of the low-percentage DoT procs. Since you can only have at most five copies stacked on a target and every hit applies one, if you have one of the 25% chance for DoT Reactives slotted and you use a rain or lots of fast attacks you'll quickly cap out at five stacks of DoT that each have a 25% chance to fire per tick... you do not have a 25% chance per attack to apply a normal DoT (which would make reactive + rains absolutely broken instead of just nice). The big advantage of rain powers is that they get you to that cap fast and keep refreshing copies of the DoT that expire, but you still need a high chance for the damage to go off to make the most of them (which is why I'm going for the 75% DoT / 25% debuff Very Rare).
  11. StrykerX

    DoT and Procs

    Also, DoTs only make one hit check (as opposed to rains, which make a new hit roll every tick). If they hit then they do multiple ticks of damage which can either be guaranteed (like Empty Clips) or have some percentage chance of occurring (like the extra damage DoTs in Fire attacks), depending on the power. Procs can only go off on an actual hit... whether that hit applies damage once immediately or multiple times over a period of time doesn't matter, either way the proc checks when the hit first lands.

    Oh, and since you're DP you should know that Hail of Bullets is a DoT, not a rain. Each tick has a 60% chance to fire but it only affects the enemies that were first hit when you fire it off (even if they move away it still keeps ticking on them, it can't hit enemies that wander into the area mid-attack and it can't trigger multiple procs (even Reactive). Also, Bullet Rain is a DoT rather than an actual rain, despite the name.
  12. I skipped Blazing Aura because things that close to me are going to get smacked down by Burn and Fire Sword Circle anyway. It's the stuff that's in the 10-15 foot range that Hot Feet really helps with, since half my AoEs don't go out that far. The second aura would add damage on AVs but I don't really want to burn endurance that fast on AVs since there likely won't be extra mobs to refuel on with Consume.
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    Any comments that could improve my strategy is appreciated. I am very new to blasting. The general point of the post of course is why spend all the effort/money/limited enhancer bonuses to get any defense when just getting more damage bonuses and smarter killing strategy seems to work like a charm?
    I have softcapped S/L defense (plus high Energy and decent Ranged) on my Fire/Fire Blaster and think it was well worth the inf (despite costing a significant chunk of my total reserves). While going the max damage route can be fun, I really like being able to jump into a spawn of Romans in an ITF and lay waste to them rather than wait for the Tank / Brute to grab aggro or go head to head with a pair of Freak Tanks. My playstyle tend to be "stand right next to the tank with Hot Feet running and PBAoE / fireball everything that comes to smack him", so I need to be able to handle all the splash damage and stray aggro.
  14. I haven't had any problems, but then I never did with the old sonic stuff either. I did notice some of the Destiny buffs looked suspiciously like the old sonic bubbles though, and I sort of wondered if some people would have trouble with them since I remember the uproar over the old sonic graphics. At least they don't have the old sonic sounds too...

    Hopefully they'll be changed to a less eye-straining graphic.
  15. The way IOs work is:

    Set bonuses work as long as you don't exemp below the minimum level you could slot the IO that provides them, so as long as you are no more than three levels below the IO it counts toward your set bonuses. For instance, suppose you slot a ranged attack with three Thunderstrike IOs: a level 30 Accuracy/Damage, a level 30 Damage/Endurance, and a level 35 Accuracy/Damage/Recharge. As long as you are at level 32 or higher you get the recovery bonus for having 2 pieces slotted and the defense bonus for three pieces. If you exemp to anywhere between 27 and 21, you still get the recovery bonus from the two level 30 pieces but you lose the defense bonus because the level 35 piece no longer counts. If you exemp to 26 or lower you lose all the set bonuses because all of the IOs are too high level.

    The actual enhancement values, on the other hand, still apply regardless of level. They are reduced when you exemp down far enough, just like other enhancements, but they don't stop working. So even if you slot level 50 IOs they still do work exemped down to low levels, they just provide a lot less enhancement than normal... but then, so do SOs.

    There are also individual IOs that provide bonuses, like the KB protection IOs or the Kismet 6% to hit IO. Some of those only work when the power they are in is on (or for two minutes after using it if they're in a click power)... those IOs provide their bonus regardless of level as long as you can use the power they are in. For instance, a level 50 stealth IO in Sprint works even exemped down to level one because you still have Sprint. Others act like set bonuses... they work whether the power they are in is on or not, and even keep working if you exemp down too low to have access to that power, but they stop working if you go more than 3 levels below the IO. For example, if you take Tough at level 35 and put a level 20 Steadfast Protection 3% defense IO in it, you get the 3% defense even if you exemp down to level 17 and lose access to Tough. But if you go to 16 or lower you lose the bonus.

    Finally, IOs tend to scale up slowly with level starting at 25. A level 25 single aspect IO is about the same as a -1 level SO, while a level 30 is about like a +1 SO and a level 50 is better than a +3. Dual aspect IOs give more total enhancement than singles, and triples are even better (quads are best)... you can get 10+ slots' worth of enhancement out of six slots by using a lot of high level triples. However, IOs below level 25 tend to drop off in power quickly... much quicker than they increase above 25. A level 20 IO is only 80% as strong as a level 25 and a level 15 is not much better than DOs. You don't want to slot a level 24 or lower IO unless you are actually using IOs while still in the teen levels (in which case you'll replace them once you can slot 25+ versions) or it's an IO that doesn't scale with level (like a proc, stealth or -KB IO).

    As far as the build itself goes, the first thing you should do is decide on what you want out of it. Do you want lots of ranged defense? High recharge? Better endurance recovery? Then find sets that give bonuses that help you reach those goals. One set I really like on Blasters is Thunderstrike... it gives good ranged defense and some extra accuracy (and it has excellent enhancement values) so I tend to 6-slot all my single target ranged attacks with it. It's not even all that expensive.

    Finally, if you just want improved performance at a minimum price you can frankenslot. The idea is to mostly ignore set bonuses (though you can still pick up useful 2- and 3-slot bonuses like recovery or +HP) and cram as much enhancement value as possible into your powers. The advantage is that most types of powers have at least a couple of sets with lousy bonuses that hardly anyone wants... you can pick those recipes up for almost nothing on the market and by using several dual and triple aspect "junk" IOs you can get a ton of enhancement in a power. You may not have the good set bonuses like defense or recharge, but having all your attacks slotted with the equivalent of three damgage SOs, two accuracy, two recharge, and two endurance makes a big difference. (Unfortunately, a few power types like defense, targeted AoE or PBAoE are a bit harder to frankenslot cheaply, but most powers can be). You can actually make a full level 50 frankenslotted build for a few million inf... just make sure you use IOs that don't need rare salvage and avoid level 40+ IOs because they cost a lot more to craft than the ones in the 30s.
  16. StrykerX

    Build up and Aim

    On AVs I tend to use Build Up, run through my single target chain a couple of times, then hit Aim and run through the chain a few times until Build Up is recharged (I don't run extreme recharge so it takes more than two). Build Up and Aim only take about 1.3 seconds each so effectively you can replace your lowest damage attack (probably your tier 1) with it.

    On my Fire Blaster (my only high-ish recharge Blaster) I do around 200 points with Fire Blast (counting enhancements and Defiance) and if I have a Speed Boost or other recharge buff (fairly common in trials) I can chain Fire Blast -> Fire Sword -> Blaze nonstop. Aim boosts Blaze's damage by 119 points and Fire Sword's by 86, so Aim -> Blaze -> Fire Sword does a few points more damage than Fire Blast -> Blaze -> Fire Sword and the Aim bonus will last through an entire second cycle and probably a third Blaze... that's a lot more damage than the one Fire Blast I skipped (which takes longer to animate than Aim so no other DPS loss). Obviously, Build Up does even better. You just want to make sure you use them one at a time so you get the full 10 seconds of boost from each... a two minute fight isn't going to be shortened noticeably by stacking them and you lose an attack's worth of damage.
  17. Good things about Dual Pistols:

    - Awesome animations (if you like over the top gun fu)

    - Variable secondary effects can be nice on Defenders and Corruptors

    - Really cool, hard hitting crashless nuke


    Bad things about Dual Pistols:

    - Horrible animations (if you hate over the top gun fu and want realistic shooting)

    - long animations make it harder to hit and run

    - a few percent below average in DPS (about 5% below Energy Blast, which is probably the most "average" set)

    - Secondary effects are so weak on Blasters that only fire or standard ammo (for the knockdown) are really useful

    - Crashless nuke is dangerous (long animating PBAoE) and recharges half as fast as other crashless nukes


    Overall I consider the set about average for Defenders and Corruptors and somewhat below average for Blasters unless you have high recharge, in which case you can use Hail of Bullets often enough to turn it into a good AoE set (though even with perma-Hasten it's basically an every other spawn power unless you're taking 30+ seconds a spawn). That doesn't mean it's not worth playing if you like the animations, it just means you'll notice other Blasters outperforming you. But they won't look as cool doing it...
  18. I'd suggest something like this:

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    Blinding Feint -> Attack Vitals is the best Dual Blades attack chain for single targets (at least the best you can get without absurdly high recharge) and this build has enough global recharge to use it seamlessly, plus it includes the Sweep combo for groups. It also has softcapped defense to all positions and Aid Self, plus lots of endurance recovery. If you prefer you might want Elude instead of Super Jump since you need a lot more defense on the Incarnate trials... move the second slot from Health to Elude and slot two level 50 recharges and it would at least be up a couple times per trial. Super Jump is probably more useful in normal content though, since it's faster and has a lot more vertical mobility than Ninja Run.

    A few of those IOs are somewhat expensive, but most aren't too bad. I'd suggest that you use your second build to make the IO build and use the first build to actually play with, that way you can piece it together a bit at a time until you earn enough inf and merits to complete it.

    Oh, and the reason I skipped Focused Accuracy is because Blinding Feint is a constant 10% to-hit boost and the Kismet IO is another 6% to-hit while Combat Jumping is on (which should be any time you aren't Super Jumping) so missing won't really be a problem. I guess if you want to fight +4s a lot you could take Focused Accuracy instead of Super Jump, but once you get your Rare alpha slotted they'll only be +3 anyway and those will be no problem.
  19. Quote:
    Originally Posted by Zombie Man View Post
    It broken in two ways:

    There is no auto-exemp for the person who starts it.

    The goals withing the Trial can be made trivially easy with certain powers, tactics, and/or exploits, thus making it a 15 minute affair... which is why it only give 2 Merits so it can't be farmed.
    I thought they fixed it so you can no longer bypass the walls quite some time ago? Other than that, speeding through it is no more of an exploit than an ITF speedrun... if your team can plow through to the Titan and take him down without clearing the room or gathering Ambrosia then you still earned the win (even more so since it's a lot harder that way), provided you actually did kill the walls since they're supposed to be impassable while alive.
  20. Quote:
    Originally Posted by Starflier View Post
    Cop out answer: the one you'll actually stick to playing. I still haven't found that one yet.
    Well, if the OP just wants a VEAT and plans to shelve the character at 20 then it doesn't matter too much. I'd just make a Claws / WP Brute and grab lots of attacks, Fast Healing, and Indomitable Will early on. You'll breeze through low level content just off of increased HP and regen as long as you use inspirations, and endurance will be a non-issue. A Fire/Dark Corruptor is also good, but a Brute is harder to kill.

    A Demons/Thermal MM is also quick and a lot of fun... slower than a Brute but a blast to play. Plus for us MM vets it is so fun to just run over Demolitionists for a change because our mini-Fire Tanker pets pretty much laugh at burn patches.
  21. Quote:
    Originally Posted by Fleeting Whisper View Post
    [PraetorianClockwork.Android_Dismantler_Ranged.Part icle_Burst]: Autohit, grants power [PraetorianClockwork.Particle_Burst_Pet.Particle_Bu rst]

    [PraetorianClockwork.Particle_Burst_Pet.Particle_Bu rst]: Auto power, 20ft PBAoE. Scale 1 Energy damage, plus scale 0.1 Energy damage for 3.1s (0.5s period). Uses the Ranged_TempDamage table.


    I don't know why it's set up this way, instead of simply being an AoE attack, but there you go.
    How in the world did you figure out those power names?

    Possibly a test for the tech used by the Incarnate abilities? Some of those grant a power to enemies that damages or debuffs them. Still seems a strange way to do it though.
  22. StrykerX

    Acrobatics...

    Quote:
    Originally Posted by Call Me Awesome View Post
    Yes, protection will prevent a status effect from affecting you provided that the effect isn't higher MAG than your protection... and Acro only provides MAG 1 protection. Nearly every status effect in the game is at least MAG 3, therefore Acro won't help you... even a minion's hold/stun/etc. will bust through.
    Actually, Acrobatics is MAG 2 hold protection and everyone starts with 1 point of hold protection (like a minion). That means it takes a MAG 2 hold to affect players normally (technically anything above MAG 1, but holds don't have fractional values), which is pretty much any of them. With Acro added in it takes MAG 4 (again, really anything above 3.0) to hold you which does block most single holds. My Fire/Fire Blaster uses it and I can often fight a single psi using boss without getting held, though if they also have a sleep they sometimes nail me with that and detoggle my damage aura anyway. Acro plus decent ranged defense (I have 27% on the Blaster) makes a huge difference as long as you aren't pulling aggro from multiple hold-using mobs at once, though it is mainly limited to the psychic-type mobs since they're the main ones that use holds but not stuns. It also gives you a second to get out of the stupid Malta Titan hold gas clouds before it stacks enough to get through.
  23. Looking at the detailed info for [Particle Burst] in game, it looks like a normal attack except for one thing: it is marked as effect area "single target" but type "AoE, Energy". So maybe it triggers an AoE off of whatever it hits and is coded somewhat like a chain power or the annoying Hamidon lightning attack?
  24. Well, I generally consider powers that can be used every spawn or two as better than full nukes. The nukes are great fun but in practice I rarely use them in normal play unless I have a way to quickly get endurance back (either a couple of blue pills I don't mind using, or a blue pill and an endurance recovery power). So "best AoE" to me is generally whatever allows me the biggest alpha strike (since AoEs are not as useful once the minions are mostly dead), provided I get to use it on most spawns.

    As for damage, Rain of Arrows on a level 50 Defender does 3 ticks of 48.77 damage each (unenhanced), for a total of 146.31 to most targets. By comparison, Ice Storm only does 116.78 over a far longer time period with the same recharge. Blizzard does do 500 damage, but with six times the recharge and an endurance crash... Rain of Arrows is available every fight on high recharge builds and every other fight (or every fight, depending on how fast you are going) on most normal builds and you never have to skip using it because you don't want your toggles to drop or because you're out of blue pills.

    Granted the normal AoEs do more damage over time due to having much faster recharges, but most fights don't need AoE spam constantly. RoA + Fistful + Explosive fully enhanced means opening each fight with around 470 damage, which is enough to clear or badly damage minions (especially solo where you get a damage bonus). That's almost as much damage (not counting Scourge) as Rain of Fire + Fireball + Fire Breath on a Fire Corruptor... not too bad for a Defender. By comparison, Ice only does about 376 damage with Frost Breath + Ice Storm so on the (at least 5 out of 6) spawns where Blizzard is down Archery deals quite a bit more damage.

    That said, the mobs hit by Ice Storm and Frost Breath are slowed almost to uselessness and will be more concerned with running around trying to get out of the storm than shooting you, but from a damage standpoint Archery is better. Ice is probably more useful overall to a team since debuffs > damage for Defenders and Archery has no secondary effects, but that's not what the OP was asking about. If you want to approach the every-spawn damage output of a Fire Corruptor Archery is one of the best ways to do so. If you just want good solid damage, more debuffs, and the ability to occasionally drop the most powerful AoE a Defender can use, go Ice.
  25. Quote:
    Originally Posted by Bionut911 View Post
    After playing yesterday I realized that LRM does look really cool, however when fighting purples I'd have so much more potential being able to hold my own in mele combat without being squishy, so I played around with my Mid's Build for it and with PFF & Temp invuln added into my canon I have around 60-70% defence to everything and capped Smashing/Lethal damage resistance. The endurance cost is rather high, but i'll just have to go for agelsss incarnate or stack on blue insps. Here's a data link if you want to add comments. Thanks for the tips(:
    You can't attack while Personal Force Field is up... it's like Hibernate, where you can only affect yourself while it's running. It's a good power for emergencies, since you can activate it and then either heal up or run away and find a place to rest, but it won't help you in combat. But Temp Invulnerability alone makes you noticeably tougher, and add in Force of Nature and you're quite tough against many attacks. Overall, softcapped S/L defense from the Ice or Scorpion shield is going to be more survivable but that takes a ton of inf compared to just building for moderate ranged defense and good recharge and adding a resist based shield.