StrykerX

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  1. StrykerX

    A DP question

    That's a little harsh... DP is the lowest damage blast set but it's only 5-10% lower than Energy Blast. That's certainly noticeable and at times quite annoying, but a DP Blaster can still solo and will still contribute decent damage to a team. It just won't be as much damage as a stronger power set would.
  2. StrykerX

    Dual Pistols

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Given all that, I'm assuming I can make Piercing Rounds hit two targets most of the time, but I wouldn't hope for more, unless they're nicely lined up on the Cim wall or are in a really large group around a tank.
    Two isn't hard as long as you are willing to move a bit... of course every second you are repositioning is a second of zero DPS so you may not always want to take the time to hit two if firing off a second attack is quicker.

    Three is hard unless you take plenty of time or the enemies are lined up in a row, though it's slightly easier at max range since the cone does spread a little bit.

    Four or more is impossible since Piercing Rounds is capped at 3 targets.
  3. StrykerX

    Dual Pistols

    Quote:
    Originally Posted by Madam_Enigma View Post

    Rain of Arrows (unenhanced)
    Recharge: 60 seconds
    Average Damage: 150.15

    Rain of Arrows: (enhanced at +95% damage)
    Average Damage: 292.7925

    Rain of Arrows (enhanced) vs 50% Lethal Resistance: 146.39625 on average
    The "average damage" in-game numbers are actually wrong on several powers, including Rain of Arrows. The average seems to assume only two of the three ticks hitting, but in reality all three usually do unless you try to hit running targets (at least solo... in teams it does miss a lot more). The real RoA numbers should be:

    Rain of Arrows (unenhanced)
    Recharge: 60 seconds
    Average Damage: 225.225

    Rain of Arrows: (enhanced at +95% damage)
    Average Damage: 439.18875

    Rain of Arrows (enhanced) vs 50% Lethal Resistance: 219.594375 on average


    That means Rain of Arrows still hits harder than Hail of Bullets even against robots and other 50% lethal resistant targets unless you use incendiary ammo, in which case the fire DoT will push HoB's average up to somewhere in the 245-250 range (it's hard to calculate exactly since the DoT stops on the first missed tick).

    Of course the thing that I personally find more important is that RoA reliably kills non-resistant even con minions every time I use it, and kills +1s and +2s every time with Aim or Build Up (or moderately resistant +0s or +1s). It also does so without them ever getting to shoot back since I can use it at range or even from around corners (rain powers do not need line of sight). HoB kills even con non-resistant minions less than half the time and always gives them a chance to return fire (unless you get lucky and the first tick knocks them down), and you don't have Aim... though at least with the longer recharge you probably will always have Build Up ready.

    I think the real imbalance is in the risk posed by using these powers:

    Rain of Arrows = highest damage and lowest risk, but enemies can run away in mid-activation and avoid some or all damage (like when the tank pulls a group just after you start to fire )

    Full Auto = middle damage, moderate risk (some enemies might shoot back but it does have a long range), guaranteed damage

    Hail of Bullets = lowest damage, far higher risk, wildly variable damage

    With FA or RoA (assuming the targets stay still) I know what I'm getting. I know what will be alive afterward (barring the occasional miss) and how damaged the survivors will be. With HoB I might take out +1 minions, or I might leave -1s alive. I just don't know, which means I can't rely on it... so I can only use it in situations where I'll stay alive even if nothing drops. That's kind of limiting for a PBAoE with a huge animation time.
  4. I'd suggest Snow Storm at some point if you solo for one main reason: fliers. Plant's main damage comes from Roots and Entangle (at least pre-epics), and those don't work on flying targets. You can hit Snow Storm long enough to drop a flier and immobilize him, then turn it off again and the endurance use is minimal.
  5. SS probably does have enough damage if you go high recharge and take Gloom, but it will be hard to get enough mitigation and all the needed recharge. Stone Melee would hit harder, though it lacks AoE. If you want something that can solo Heroes / AVs without giving up the ability to fight large spawns, you might look at Fire / Shield. You get very high single target damage, one of the better PBAoEs, and Shield Charge, plus you can softcap defense. Willpower is a bit squishy against single targets and adds no damage, so I don't consider it a great AV / Hero set (though Fire/WP would probably be fantastic at large spawns).

    Another possibility is Dual Blades / SR. Blinding Feint -> Attack Vitals actually puts out decent DPS and doesn't take massive recharge. /SR is easy to softcap, so you'd have some room left for +damage, +endurance, and +HP set bonuses. I don't know if DB has enough damage to solo a Hero or not, but I do know DB / SR is a very fun combo so it might be worth a try.

    Of course the absolute best AV / Hero soloist is going to be Dark Melee / Shield. Maximum single target damage, a built in self heal, capped defense... you have it all. However, actually getting the needed defense and recharge plus enough recovery to power it is going to cost a fortune. If you're on a budget, you may want to try something else... like Bots / Traps.
  6. StrykerX

    A DP question

    Quote:
    Originally Posted by flashrains View Post
    So I have two characters in mind who aren't yet created - they will be in July, when I buy GR, and the names want pistols. I don't know whether I want the first to be a DP/Devices Blaster or a Traps/DP Defender. You who have played DP, what are your opinions - Blaster or Fender? Or maybe a Corruptor, gone hero?
    I played a Pistols / Devices Blaster in beta. It was horrible. Dual Pistols is the overall lowest damage blast set in the game, so adding a secondary that has no Build Up is just painful. I'd only recommend it if you are patient and really like Trip Mines. A Traps / DP Defender will also have low damage, but at least you'll have debuffs and that wonderful Force Field Generator. And you still get the mines. The DP / Traps Corruptor would probably be the best for soloing, but the Defender is going to be better on teams. If you really want a Blaster, DP / Mental is going to be a lot better than DP / Devices.

    Quote:
    The second also has no set archetype, and worse, has no set powerset-that-isn't-DP. Whatever she ends up being, I don't want her to be the same as the first DP character (different archetype would be ideal but not really super-essential). If it helps, she's a tribute to Carmen San Diego, only a little steampunkier. I do NOT want Dark Miasma as the other power set, should she end up a Corruptor or Defender, since with the costume I gave her she'd end up looking too much like a female Alucard and I don't want that.
    Actually, you can recolor Dark Miasma to make it look like smoke or steam so it's not entirely out of line for a steampunk Carmen San Diego. DP / FF would fit the steampunk theme well, though if you want to make a Carmen Sandiego homage she really needs to be a villain and sneaky... I'd actually make her a MA / Ninjutsu Stalker since she was hard to find and I don't think she normally used weapons. If you really want the guns, DP / Traps seems the best bet.
  7. Quote:
    Originally Posted by Dechs Kaison View Post
    "Empathy has nine powers. Only three heal."
    To be fair, Empathy actually has at least seven "healing" powers, at least as far as general MMO thinking goes. Adrenalin Boost and Regeneration Aura are essentially Heal over Time powers, which in most MMOs are counted as heals rather than buffs. Sure Adrenalin Boost does more than just boost regen, but to the average MMO player anything that makes you get health back faster than you normally would is a "heal". Breaking status effects (Clear Mind) is also something "healer" classes normally do, as is rezzing and often mana (endurance) recovery. Really, the only difference between Empathy and a standard MMO "healer" is Fortitude... most healers have no offensive buffs, those are more likely to be found on hybrids (Paladins, etc...), though in some games they do.

    I'm not saying that we need "healers" in CoX teams... our buffs are far stronger than what most MMOs allow and so are our debuffs. But the fact is that if you replaced Fortitude with a PBAoE resist buff and renamed Empaths "Clerics" they'd fit in perfectly in a generic fantasy MMO. And they'd be healers.

    Of course that's not counting the Empath's other power set... in fantasy MMOs a healer usually has mez powers, like a Mind / Empathy Controller, and really terrible offense. Again, like a Mind / Empathy Controller. They don't generally start blasting things when they get bored of healing (at least not for enough damage to notice)... which is why I'd much rather play an Empathy Defender than a Cleric.
  8. I wouldn't use it as built either, but I was trying to rework his last posted SO build to use cheap IOs without significantly altering it, just to show that he could get significantly better enhancement vales while still keeping the sort of things he had slotted for. My build is essentially the same one he posted earlier only frankenslotted for greater enhancement levels and has a couple of very useful IOs added that he should be able to afford by the time he needs them. The primary goal was (almost) no recipes that required a rare salvage item or cost more than an SO, and maintaining the spirit of the previously posted build while adding more enhancement and a couple of things like the Karma -KB and Kismet +Acc that are just too darn useful to be without.


    My current Plant / Storm is building toward this:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    but it's not even close to a leveling build and it'll be a while before I can afford to finish it.
  9. Quote:
    Originally Posted by ROBOKiTTY View Post
    I think this thread is lacking some perspective.

    It's incredibly baffling to me that people are casually talking about soft-capping non-def sets as if it were a no-brainer or a trivial task. For all the IOing I do, I have never managed to soft-cap a res-based character. I suspect this is also the case for the vast majority of IO users, and I cringe at the thought of the level of sacrifice, not to mention investment, one would have to make to get there.
    Normally when people talk about softcapping a non-defense set they are not talking about softcapping to all positions, but rather to Ranged, Melee, or Smashing / Lethal. Plus some resist sets like Invulnerability actually have good defense too... an Invulnerability Tanker can softcap all typed defenses except psi with only saturated Invincibility, Tough Hide, Weave, Combat Jumping, and a 3% defense IO. Add in two Kinetic Combat sets, two Aegis, and two Mako's and you are softcapped to all but Psionic with only five targets in melee range. Invulnerability Scrappers give up more to softcap, but a few Kinetic Combats can at least softcap Smashing /Lethal which is the big one.

    Granted, softcapping sets with no defense at all like Regen is pretty hard unless you go Broad Sword or Katana and focus on Melee defense, but it's not impossible. Blasters can softcap Ranged (without Zephyrs), and Scrappers, Tanks and Brutes get more out of defense powers than Blasters do so they can softcap Melee if they really want to, or just get around 25-30% melee defense added to their normal mitigation and still have good recharge.
  10. I'd suggest something like this:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Strangler
    • (A) Essence of Curare - Accuracy/Hold/Recharge
    • (3) Essence of Curare - Accuracy/Hold
    • (5) Paralytic - Accuracy/Hold/Recharge
    • (7) Paralytic - Endurance/Hold
    • (34) Ruin - Damage/Recharge
    • (42) Ruin - Damage/Endurance
    Level 1: Gale
    • (A) Accuracy IO
    Level 2: Roots
    • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (3) Enfeebled Operation - Accuracy/Immobilize
    • (7) Enfeebled Operation - Accuracy/Endurance
    • (11) Detonation - Damage/Recharge
    • (34) Detonation - Damage/Endurance
    • (42) Air Burst - Damage/Recharge
    Level 4: Snow Storm
    • (A) Endurance Reduction IO
    • (5) Endurance Reduction IO
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Seeds of Confusion
    • (A) Perplex - Accuracy/Confused/Recharge
    • (9) Befuddling Aura - Accuracy/Confused/Recharge
    • (9) Perplex - Recharge/Confused
    • (15) Perplex - Accuracy/Recharge
    • (25) Perplex - Endurance/Confused
    • (43) Befuddling Aura - Accuracy/Recharge
    Level 10: Steamy Mist
    • (A) Endurance Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Health
    • (A) Healing IO
    • (15) Healing IO
    Level 16: Freezing Rain
    • (A) Undermined Defenses - Recharge/Endurance
    • (17) Undermined Defenses - Defense Debuff/Recharge/Endurance
    • (17) Undermined Defenses - Defense Debuff/Recharge
    • (23) Undermined Defenses - Defense Debuff
    • (40) Recharge Reduction IO
    • (42) Achilles' Heel - Chance for Res Debuff
    Level 18: Vines
    • (A) Essence of Curare - Accuracy/Hold/Recharge
    • (19) Essence of Curare - Accuracy/Hold
    • (19) Essence of Curare - Accuracy/Recharge
    • (23) Paralytic - Accuracy/Hold/Recharge
    • (25) Paralytic - Accuracy/Recharge
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Super Speed
    • (A) Run Speed IO
    Level 24: Combat Jumping
    • (A) Kismet - Accuracy +6%
    • (43) Karma - Knockback Protection
    Level 26: Carrion Creepers
    • (A) Air Burst - Damage/Recharge
    • (27) Detonation - Damage/Recharge
    • (27) Detonation - Accuracy/Damage
    • (29) Air Burst - Accuracy/Damage
    • (29) Enfeebled Operation - Accuracy/Recharge
    • (37) Recharge Reduction IO
    Level 28: O2 Boost
    • (A) Doctored Wounds - Heal
    • (34) Doctored Wounds - Heal/Endurance
    • (43) Doctored Wounds - Endurance/Recharge
    • (46) Doctored Wounds - Heal/Recharge
    • (50) Doctored Wounds - Heal/Endurance/Recharge
    Level 30: Hurricane
    • (A) Dampened Spirits - To Hit Debuff/Endurance
    • (31) Dampened Spirits - To Hit Debuff/Recharge/Endurance
    • (31) Dampened Spirits - To Hit Debuff
    • (31) Endurance Reduction IO
    Level 32: Fly Trap
    • (A) Blood Mandate - Accuracy/Damage
    • (33) Brilliant Leadership - Accuracy/Damage
    • (33) Unquestioning Loyalty - Accuracy/Damage
    • (33) Damage Increase IO
    Level 35: Tornado
    • (A) Recharge Reduction IO
    • (36) Undermined Defenses - Recharge/Endurance
    • (36) Blood Mandate - Accuracy/Damage
    • (36) Blood Mandate - Accuracy/Damage/Endurance
    • (37) Brilliant Leadership - Accuracy/Damage
    • (37) Brilliant Leadership - Accuracy/Damage/Endurance
    Level 38: Lightning Storm
    • (A) Ruin - Accuracy/Damage/Recharge
    • (39) Ruin - Accuracy/Endurance/Recharge
    • (39) Maelstrom's Fury - Damage/Endurance/Recharge
    • (39) Ruin - Damage/Endurance
    • (40) Maelstrom's Fury - Damage/Recharge
    • (40) Maelstrom's Fury - Accuracy/Damage
    Level 41: Fire Ball
    • (A) Detonation - Accuracy/Damage
    • (45) Detonation - Damage/Recharge
    • (46) Detonation - Accuracy/Damage/Endurance
    • (46) Air Burst - Damage/Recharge
    Level 44: Fire Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (45) Titanium Coating - Resistance/Endurance
    • (45) Impervium Armor - Resistance/Endurance
    Level 47: Consume
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (48) Efficacy Adaptor - EndMod/Recharge
    • (48) Efficacy Adaptor - EndMod
    • (50) Efficacy Adaptor - Accuracy/Recharge
    • (50) Efficacy Adaptor - EndMod/Endurance
    Level 49: Rise of the Phoenix
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 2: Ninja Run



    Code:
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    Almost all of those IOs are dirt cheap and require no rare salvage, so they'll actually be cheaper to buy and craft than buying new SOs from 35-50. The few that are more expensive can be postponed and filled in as you can afford them... which won't take long since the rest of the build is dirt cheap and you should have tens of millions by the point that you need them.
  11. Fire / Mental has at least as much AoE damage as Fire / Fire and is safer. You have two cones plus Fire Ball, as well as Drain Psyche and Psychic Shockwave. About the only thing you lose is the damage aura, but a Blaster can't really stay in melee long enough to get much use from that without a real oddball build.

    Fire / Ice is also nice... you gain a lot of mitigation at the cost of a bit of AoE. On the other hand, you can slow things down so much that Rain of Fire might actually become worthwhile.

    Fire / Electric isn't going to have much mitigation, but you get pretty much the highest damage possible since /Electric has massive single target melee and Fire has huge AoE and ST damage. A Fire / Elec / Cold Blaster built for high Smash / Lethal defense is pretty much the ultimate damage machine: Fire Breath + Fireball to start, then Charged Brawl, Havoc Punch, Shocking Grasp, and Blaze to finish things off. Fair warning though, that's a seriously expensive build.

    Fire / Energy is similar to Fire / Electric but with slightly less melee damage. On the other hand, it has Boost Range, which is handy if you want a pure ranged build since it makes Fire Breath and Blaze easier to use.

    I haven't tried Radiation Blast but I can tell you it's not going to have the damage of Fire, simply because nothing does. It does look cool, but it's a bit light on AoE damage. Rad / Mental might be decent, or Rad / Energy if you want a long range single target blaster. Out of the sets you listed, I'd go with Fire / Mental myself... it's not the safest but the damage is fantastic and it has some mitigation, unlike Fire / Fire.
  12. Nice... any chance of getting that Fashion Show Atlas map added as an actual zone so we can hold costume contests there?
  13. Quote:
    Originally Posted by Fulmens View Post
    My basic point in this thread was to try and see if SR is really going to outsurvive farmer armor (layered on another protection set) in a catastrophic-defense-failure situation, and I think it usually will.
    Actually, if that is the question and you are focusing only on other protection sets rather than softcapped squishies, the answer is probably a solid "no", at least in some cases. After all, the protection sets are supposed to be reasonably balanced out of the box (with the exception of high-offense sets like Fire Armor). When a non-defense set uses IOs and pool powers to softcap, they still have all their normal mitigation to fall back on if the defense collapses. /SR's defense won't collapse, but it will weaken somewhat... so as long as a given set's non-defense mitigation is as good as debuffed /SR the non-defense set wins out. In particular (assuming softcapped):

    Shields + Hami-O def debuff resist trick > SR (almost as much defense debuff resist + other goodies)

    Shields without Hami-Os > SR in most cases (half the debuff resist, but a lot more damage to shorten the fight and extra health)

    Invulnerability > SR as long as the enemy has Lethal / Smashing damage (lots more HP, high resists, a self heal)

    Dark and Fire might be better than SR in some situations, worse in others... you're not going to softcap a /Dark or /Fire to all positions but you could to melee, especially with Parry. Still, they have better overall resists than SR and good heals. Likewise, Regen is not likely to be softcapped but even moderate defense is great when you heal that fast. Willpower is great if you are fighting large groups but SR is way better for solo AVs so it comes down to playstyle with those two.

    Where /SR really shines is the low-end IO game. With SOs only it's good but nothing special, but it is far cheaper to softcap than other sets (even Shields) so it's one of the best sets for a cheap IO build. But once you start getting into high end builds many other sets start passing it, probably because Defense is the only mitigation you can get in any significant quantity from IOs. A few percent more resist or an extra 100% regen aren't going to make much difference in a fight, but an extra 20% defense sure will. Since /SR is only a few percent shy of the soft cap without IOs, about all a high end build does for it is allow not taking Weave to free up power slots or add some more regen and +HP (which actually does help at softcapped defense). But when you can get near-SR level defense on sets that already have high resists or regen and +HP you add a huge amount of mitigation compared to what /SR gets, and of course Shields gives everything SR does and more if you can afford it.

    Still, not everyone spends a billion or more on every alt (I sure don't), so having a nice inexpensive way to get softcapped defense that also allows all weapon options isn't a bad thing. But just about every other set either has higher peak mitigation or near equal mitigation plus significant damage in a top end build. Though /SR does have one ability no one else has... it can hit a fully slotted Elude and dance around on an Earthquake while being pounded on by 20 Romans and never lose softcapped defense. Not something that comes up often, but being truly immune to even unresistable defense debuffs for two minutes might come in handy at times.
  14. Quote:
    Originally Posted by Another_Fan View Post
    You have to wonder if and when the S/L nerf is coming. BotZ was never out of line in terms of enhancement values, but it was out of line, in terms of letting squishies build survivability.
    BotZ was providing 3.13% Ranged defense for two slots and 3.13% AoE defense for three slots. That's 1.57% Ranged per slot, and 1.04% AoE per slot.

    Compare that to any other set and you'll see those values are too high. Other sets that provide Ranged and AoE defense generally do so in the fifth and sixth slots, so even though they provide as much or more defense per set, they provide significantly less per slot and that's what's important. 2- and 3-slot bonuses are not supposed to be as good as 5- and 6-slot bonuses.
  15. StrykerX

    Next project?

    Quote:
    Originally Posted by Postagulous View Post
    I have to give a thumbs down to Archery unless you want style, because Archery has that in bucketfuls.
    It has more than just style... get some decent global recharge and perma-Boost Range and you can start off with Rain of Arrows every spawn, which pretty much wipes out the minions (especially if you alternate Aim and Build Up). You can then follow that up with a 70+ foot range cone attack (or if you want to slot a couple of Dam/Range HO, a 95 foot cone ) and then Explosive arrow... that's enough AoE to wipe out most of a spawn (possibly even Lts) without ever getting within standard 80 foot range of them. Trust me, it's a lot of fun...

    (Oh, and for the ultimate in silly but fun builds, try slotting all the Archery attacks with three Dam/Range HOs. With Boost Range that gives you 172 foot range normal shots, which is over 20 feet beyond normal snipe range, and a 323 foot snipe! You'll probably have to get someone to target for you since you'll be shooting things beyond draw distance... )
  16. The only real drawback to Bots is that they have no AoE whatsoever before level 26 and only a small amount before 32. They are very sturdy and safe, but you won't tear through lower level missions as fast as some sets like Thugs do. Once you hit 32 though, they suddenly turn into massive AoE death machines and you can start mowing down pretty much anything.

    Oh, and they clank when they walk. Some people find that annoying... I personally like it.
  17. StrykerX

    Knockback IOs

    Agreed on Kinetic Crash... you get ED capped KB, good accuracy, nice set bonuses, and even pretty good damage enhancement. One of these days I'm going to switch my Energy / Energy Blaster's 2nd build to a max-KB setup just for the fun of it. Or else go with a Storm / Energy Defender (since Defenders have higher KB values).
  18. If the real question is whether Super Reflexes is a bit obsolete due to the ability of other defense sets to softcap, I'd have to say the answer is a definite "yes". In particular, Shield Defense can reach the softcap without giving up a lot, adds a lot of damage, and still has considerable defense debuff resistance (if you use the Hami-O trick it can hit 80%). /SR has scaling resists, but /SD has moderate resists full time plus some +HP, so really the only things /SR has going for it are a 20% recharge boost and easier softcapping. For low-end builds, that's actually important... but for higher end builds Shield Charge and One With the Shield (a tier 9 that isn't rendered redundant by softcapping) are a lot more useful. Also, Invulnerability can get /SR level defense plus very good resists, which makes it extremely tough (though it does have a weakness to psi).

    I'd like to see a minor buff to /SR but I'm not sure exactly what it needs. It is a good set, especially in the SO game, but it loses out to Shield and Invulnerability (and possibly others) once you add IOs into the mix. Since the game is balanced for SOs the point is probably moot though.
  19. StrykerX

    Next project?

    Archery goes very well with Energy. It has a full 80 foot range on its tier three attack (unlike Blaze, Power Burst, etc...) so when combined with Boost Range you can attack from 100+ feet away. /Ice has good mitigation but you need to get fairly close to use it, while Archery works very well from long range. My Archery / Energy hover Blaster uses perma-Boost Range and rarely gets closer than 70-80 feet since even Fistful of Arrows has that much range... add in some ranged defense and you really don't need Ice Patch or Shiver.

    If you like weapon sets, you might prefer AR / Ice. AR has multiple short range attacks (Buckshot, Flamethrower, Ignite) so I would think it would work well with Shiver and Ice Patch. Archery / Ice probably wouldn't be bad, it just doesn't have a lot of synergy.
  20. That analysis really only applies to Scrappers, Brutes, and Tanks. Even moderate defense on a high-resist character provides a significant boost in mitigation, and even if the defense collapses somewhat you still have resists. Layered protection is the best mitigation, which is why Stone Armor and IOed Invulnerability are so good.

    Try running that analysis again assuming either zero or around 30% resist since that is what most softcapped squishies run. Also assume more than 8 enemies since the main reason to softcap a squishy is to handle large spawns (like +2/x8). So figure one hit on average per round of attacks against a non-debuffing enemy, and 4-5 hits allowable before faceplanting. That gives enough time to wipe out most of the spawn (the minions) before they can hit often. Now look at defense debuffing foes... figure 1 hit the first round, 2 the second, and death on the third. That allows a lot less time to wipe out the spawn, and more importantly the odds of being mezzed goes up significantly as you get debuffed, and with a non-held +2 boss around mez = faceplant in many cases. Even if the minions are wiped by round 2, with only 25% defense or so the boss's third attack is much more likely to land (especially if there are multiple bosses). Bosses only have to hit a squishy a couple times to kill them.

    Granted, squishies fighting +2/x8/bosses spawns are usually pushing the absolute limits of survivability, but that's where you see the so-called "catastrophic defense failure" occur. With the exception of a handful of enemies like Longbow and their 40% or so defense debuffs, softcapped defense generally doesn't get completely negated. But if you're pushing so close to the edge that losing 5% defense triples your odds of faceplanting and losing 15% all but guarantees it...
  21. Quote:
    Originally Posted by Sloshed View Post
    If I tank an AV as my MM what abilities would be absolutely necessary for holding agro and keeping myself alive?
    The main things you need to tank an AV are:
    1. A taunt (either Challenge or Provoke) that is slotted up enough to be sure you can keep it going continuously
    2. Some form of healing for both you and your pets (Triage Beacon helps but Aid Other and Aid Self are nice additions)
    3. Bodyguard mode to reduce damage
    4. As much ranged and AoE defense as possible
    5. Some way to keep the AV out of melee range, such as immobilizing him or using Hover
    Theoretically you could get by with softcapped defense and extra regeneration, but Aid Other is useful to Masterminds so you may as well get Aid Self too. It will increase the range of AVs you can solo and help recover from unlucky streaks.

    Quote:
    Originally Posted by Sloshed View Post
    What are the perks/good points of Rad/Sonic Defenders? What can/can't they do?
    Rad/Sonic Defenders are experts at taking down single hard targets. Rad has a huge array of debuffs, which are very handy against AVs and GMs. In particular, you get -damage and -resist debuffs (which are not 85% resisted by AVs and GMs like most debuffs) and a very powerful -regen debuff (which is resisted heavily, but is so strong it still drops their regen to 1/4 normal). You also get an AoE heal, and a nice multi-effect AoE buff in Accelerate Metabolism. /Sonic gives you a single target focused blast set with stackable -resist debuffs, and since Defenders have the most powerful debuffs those add up fast. Combining Lingering Radiation's -regen with all the -resist you toss around a high end Rad/Sonic can solo giant monsters, provided they live long enough. Since your to-hit debuffs don't work well on AVs or higher that means softcapping ranged defense... fortunately Defenders get a lot of defense from things like Weave and Maneuvers.

    In general, a Rad/Sonic will probably defeat a GM faster than an Ill/Rad, but the Ill/Rad will have a better chance of winning. Both will require insanely expensive builds though... a Bots / Traps might not defeat every AV or monster, but he'll beat quite a few with a build literally a hundred times cheaper than either a Rad/Sonic or an Ill/Rad. (10-20 million or so vs a couple billion).
  22. StrykerX

    Help with Mids

    One thing to keep in mind is that the Chance for +Recharge procs have suppression. Once one fires, you get hastened for 5 seconds but then you can't be hastened again for 10 more seconds, and if the proc fires during that time it triggers a new suppression period after 5 seconds, even if you can't get the haste effect yet. That basically means that firing a power with one of those in it more often than once every 15 seconds actually reduces your chance to be hastened (alternately, if you are willing to monitor your recharge don't fire for 15 seconds once one actually procs). That sort of makes slotting more than one AoE with that proc a waste unless you plan to only fight small spawns since Lightning Clap alone will probably be enough to trigger the proc. Nothing really wrong with slotting two, but you could replace the one in Thunderstrike with something that boosts damage and probably not lose out on any recharge boosts.

    You might try slotting Thunderous Blast with something like:

    Level 32: Thunderous Blast
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Efficacy Adaptor - EndMod
    • (33) Positron's Blast - Damage/Recharge
    • (34) Detonation - Damage/Recharge
    • (34) Damage Increase IO
    That would give you a 101% endurance drain plus over 90% damage and recharge enhancement. Nukes have an inherent accuracy bonus and you have almost a SO worth of global accuracy bonus, so even with no accuracy slotted you'll hit pretty often, and normally you'd want to use Build Up with a nuke anyway. Add in a Kismet 6% to-hit IO in Hover (which does not need two endurance reduction IOs) and you'll hit +1s 95% of the time without Build Up and +3s 95% of the time with it... and you'll hit them a lot harder while still draining them. Alternately, if you can afford it and want more accuracy replace the level 50 Damage IO with an Acc/Dam Hami-O. You'll lose a few percentage points of damage but you'll be very certain to hit.

    Finally, you can save some inf by swapping the Zephyr -KB IO to the Speed/End IO and replacing the second endurance IO with a much cheaper Karma -KB. Hover is cheap to run... half an IO worth of end reduction is plenty.
  23. Being made by Blizzard would help, but the main things it would need are:

    1) Elves
    2) Orcs, Dwarves, and other non-Elf races
    3) replace all the urban stuff with medieval castles and forests and such
    5) remove all the origins except Magic and Natural
    6) make all the enemies fantasy monsters
    7) add in 10,000 hours or so worth of endgame gear grind

    Because apparently "mainstream" MMO players really want to use orcs and elves to kill the same stupid dragon or lich or whatever over and over for months at a time so they can get all the uber-gear they need to kill the next dragon or lich.
  24. Quote:
    Originally Posted by Myriad View Post
    Maybe a single shard solution where multiple servers handle all the zone instances?
    No idea if such a thing would be possible, but it might solve some problems.
    Maybe they'll do what Dark Age of Camelot did and cluster multiple servers together so that you can travel between them... it's a nice compromise between a full merge (which can cause character and SG name conflicts) and completely separate servers.
  25. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    Oh dear, not another dancy-prancy powerset. Dual Pistols already looked silly.

    Brutes don't dance! Unless it's The Monkey.
    Tell that to my Dual Blades / SR evil swashbuckler...