Syndace

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  1. Quote:
    Originally Posted by Clouded View Post
    I'm now beginning to take my Blaster through the Incarnate powers (including alpha) and I wanted to elicit some advice in regards to obtaining 'moar damage.'

    I really like this blaster but I sometimes feel his damage output is sorely lacking and I'm trying to make an effort to increase his damage output with slotting, set bonuses and incarnate powers.

    Currently, I'm tossing around the idea of using Musculature for Alpha since I'm not sure I need more recharge or end reduction. I can already string together a nice attack chain of my 3 ST attacks while throwing in a AIM or BU when recharged. But would the +recharge incarnate power be a boon due to giving BU/AIM quicker recharge or is adding some +damage for all my attacks a better option?

    This moves me on to Interface. I'm guessing if I want 'moar damage' then I need to look at Reactive but which reactive? Is the DoT aspect the best or a combo of DoT and -resistance?

    I can post my current build if that helps out. Thanks in advance!
    The one neat thing about energy is the ability to slot the knockback IO set damage proc in every attack.
  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    Elec is definitely better for AOE than ST damage. I have an E^3 Brute that does better against masses of mobs rather than bosses or EBs. Still a fun and thematic combo.
    The ST damage on my E^3 scrapper is now much MUCH better with the addition of the musculative alpha, reactive interface proc, and Mako's bite damage procs. I would almost go as far as saying the ST damage surpasses other sets now. The attacks are very fast activating and have low cooldowns which yields more chances for damage procs to go off. Its also easy to stack the reactive proc's DoT and -res. Charged brawl-> chain induction -> charged brawl -> havok punch and repeat. Thunderstrike I only use for AoE.

    Musculative alpha is also nice for the +end mod.
  3. I can relate, I only like playing characters that have some kind of theme going.


    I'm having a blast on my elec/elec/mu scrapper. I feel it has less burst damage than some other primary's but the DPS is amazing. Especially with the Reactive proc and build up. AoE is fantastic through ball lightning, thunder strike, lighting field, and lightning rod. Elec armor does a great job of keeping me alive through resists. I also can keep going mob after mob with power sink and the +recharge +spd passive stacked with IOs. Mob's usually cannot last after a well placed power sink and -end from lightning field.


    I had a katana/SR four years ago I really enjoyed too. *shrug*


    I think a fire/fire/fire scrapper would be a lot of fun but definitely more of a team based dps.
  4. After respecing into and playing my build I posted above I feel like it could use a little work in the damage department, otherwise I am happy. The musculative alpha slot may not be a bad idea! Would anyone mind reviewing my build? I am always open to tips.

    Lightning clap has been suprisingly effective with stun slotted plus spiritual alpha. It's nice for the inbetween mobs when lightning rod is not up and I have exausted most AoE already. Minions/lt stay stunned for a solid amount of time!

    Also, I feel elec melee is lacking in the crit department. Either lightning rod should crit or thunderstrike should have a 15% chance to crit like head splitter. That's just my opinion though...
  5. Quote:
    Originally Posted by McNum View Post
    So... now what do I do? Mad spending spree? Do it again? Teach others to do it?
    Teach me, I absolutly hate the market and the greedy people twisting it.
  6. Alright, here is what I came up with. I've been playing 6 years and I still can't even touch the ridiculous prices of purple IO's on the market (one one drop since they were released, joy!) so... I made a budget farm build which I'm pretty satisfied with. I'm not so big into capping s/l defense as a lot of other people. I feel it gimps my damage output too much. I ended up with 10% defense all around (meh) and 20% to AoE.

    The goal here is damage procs in the AoE's, +hp, +recharge, and +accuracy (attacks are pointless if you miss). If I need survivability that is what power surge and my team are for. I've got energize close enough to perma for my likings. 1812 hp, 85% recharge, and 66% accuracy. Not too shabby.


    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Raijin Thunderkeg PvE: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(7), TtmC'tng-ResDam/EndRdx/Rchg(7)
    Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
    Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(13), TtmC'tng-ResDam(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dam%(19), Erad-%Dam(19)
    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(21), TtmC'tng-ResDam(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(36)
    Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(33)
    Level 26: Build Up -- RechRdx-I(A), RechRdx-I(33)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 30: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37), Erad-%Dam(37)
    Level 32: Lightning Rod -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40), Erad-%Dam(40)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
    Level 38: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(45)
    Level 41: Mu Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Power Surge -- RechRdx-I(A)
    Level 49: Lightning Reflexes -- Run-I(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
  7. I'll take a look when I get home, I also have a 50 elec/elec/mu that is a LOT of fun to play.

    As far as powers my build looks pretty much the same except I took super jump over weave and build up over electric shackles. I find ball lightning and mu bolts the only good powers in Mu Mastery. Everything else sucks imo except for maybe slottting for set bonuses.

    I'd love to see more responses here because I am curious on a good build.
  8. Quote:
    Originally Posted by Kawkazn View Post
    I would love it if they gave the NPCs TP Foe.
    Game difficulty++


    Im down.
  9. Quote:
    Originally Posted by Rikis View Post
    Tactical Teleport
    End: ~6
    Recharge: 8s
    Activation: 0.4s
    Range: 45'
    You teleport instantly to the back of your target, granting you a small temporary tactical advantage.
    Buff: Acc +15% (NOT To-hit), Damage +20% (Defender values) - Duration, 4.0s

    This idea is AWESOME. It reminds me of Rikimaru's Blink Strike ability in Warcraft 3's Defense of the Ancients. Teleport sucks as a combat oriented travel power. I have ALWAYS thought the pool needs to be reworked a bit.

    My opinion elaborates on your idea. It would look something like this:

    Recall Friend (same)
    Teleport Foe (same)
    Teleport (same)
    Instead of Team Teleport (which I think is worthless), you'd get Tactical Teleport which is described above.

    Melee would certianly fair a bit better in PvP from this.
  10. I'd like to emphasize that this is more about the rewards systems in both pve/pvp and NOT pvp mechanics. Again.. I know that is a dead horse that keeps getting kicked
  11. Thanks for the input.

    Quote:
    Originally Posted by Memphis_Bill View Post
    And there's your problem. You're not "entitled" to them. You have the same chance of them dropping as everyone else. After 5 years of playing, you're entitled to everything from the three month to the 5 year veteran rewards, and they are awarded automatically.
    Good point. However the persons like me who have played for a long time with little reward kind of get shafted. Sure random is random, but I feel like I should at least get something. Two purple recipies since they have become available is not cool. Having played the game as long as I have without using real currency to obtain massive amounts of inf, I feel like the "very rare" items should at least be more accessable.


    Quote:
    You're one of the very few. Most people feel it destroyed the small PVP community - and if they were actually good changes, others would have replaced those who left. Yet, I go into zones or the arena and it's as dead as Dark Astoria.
    Freedom has pvp activity most of the time. And i13 was a STEP in the right direction, but needs work. As I said that is another arguement entirely.


    Quote:
    Agreed, the rewards need to be updated (an SO? An inspiration? Really?) But...No. It'd be farmed so fast it'd make the AE 1-50 farms look ridiculous. 400 rep doesn't take that long.
    There is a solution to that, a drop timer. Same solution the devs have implemented for sf/tf merit farming.
  12. I am resurrecting this thread because of my suggestion post here:

    http://boards.cityofheroes.com/showt...22#post3624422
  13. Hello all! I know there are posts out there relating to all of the above but I wanted to reinforce a few points that I have generally seen collective agreements upon. I would like to elaborate on the problem as briefly as I can and keep suggestions simple and easy to tweak from a development standpoint. Before starting I would like to reference a little work done by MsLiberty:


    http://boards.cityofheroes.com/showthread.php?t=240444
    Quote:
    So I finally started to grind out some hero merits (because hey there isn't much to do).

    1 Hero merit = 11 tip missions or 50 Merits + 20 million influence (Can get 50 merits from Synapse I think which can be run in about an hour to hour and a half). Can earn one once every 20 or 24 hours.
    1 Piece of Glad Jav set = 25-30 Hero Merits
    1 Full set = 165 Merits
    5 Pieces of Apoc = 100 Merits

    Say you are looking at a Psi/EM 3 sets of glad javs + 1 set of apocs.

    (3 x 165) + 100 = 595 hero merits to have your standard range offensive toon slotted out for PvP.

    To be able to do that you'd also need 11.9 Billion influence (if you are converting normal merits) and run the Synapse TF around 600 times. Or you would need to do 6,545 tip missions.

    You would need to do the Synapse TF every day for over a year and a half. (Synapse TF is 15 missions long though some are deliveries. Either way adds up to 9,000 missions)

    You can only get 5 tips per day, taking you 2 days to earn a hero merit that way. Off tips alone you would need to do 5 missions 1 day, 6 the next and after 3 and a quarter years you'd have your blaster's main attacks PvPIO/Purpled out.


    Awesome.

    Hero and Villian Merits

    See above figures.

    What was the purpose of designing this system if it's going to take me and OVERKILL amount of PvE content over a LONG period of time to gain enough reward merits to get even just ONE set of purple or PvP IO's? I consider myself a casual gamer. I have a full time job and like to play City of Heroes in the evenings and on weekends. I do not have the time to grind out what it takes to make use of this reward system as is. I also do not have billions of influence to spend on the ridiculous market prices for select purple IO's. I feel like I should be entitled to have some of the damage purple sets after 5 years of playing this game.

    Suggestion:

    Make the requirements for these merits not so intense. Perhaps run event's like double merit weekends or increased drop rate week? Just an idea.




    Purple IOs

    I have run one to two incarnate trials every night since the release of i20. I have not recieved one single purple drop, and I know I am not the only one. Even before i20 in the last 5 months of playing I have also not recieved a single purple recipie drop. I should not be discouraged for obtaining game rewards is how I feel. The incarnate very rare drops are still hard to get but much better than purple IOs.

    Suggestion:

    Increase the drop rate on these. It doesn't even have to be a lot. After all they are supposed to be "very rare" drops, but at the current rate they are seemingly impossible for some of us to obtain without spending a fortune on the market.




    PvP rewards and reputation

    I understand I am in the minority here, but I do like PvP and am active in PvP zones a lot. I also realize the developers have limited resources and have to cater to the majority population (PvE). However, it has been years since there have been any real updates to PvP. I believe i13 was a step in the right direction along with the addition of PvP IO's. There still needs to be work done, but that is a seperate issue entirely.

    What I am talking about here is incintive. What is the purpose of reputation? The means of aquiring it are fair and fine but what do you do once you cap at 400? I get a badge.. okay.. that isn't really a useful reward. The addition of PvP IO's gave me much more of a reason to play so that was a good thing.

    Suggestion:

    Make reputation useful. What would be so bad about trading in 400 rep for a random PvP io drop and then resetting rep back to 0? Even if one character combination is not as good as the other, if people are on teams there is a consistent way of obtaining rep. I don't believe this would be very hard from a development standpoint unless someone can prove otherwise.






    Thanks for your time
  14. Syndace

    Sleeps in PvP

    Quote:
    Originally Posted by theduke24 View Post
    Wanted to get an opinion from some more experienced PvPers about a suggestion i have.

    I think Sleeps should have a longer effect than most other mezzes. Instead of 2 sec maybe 5 secs? I dont think it would be to OP because once they attack again the mez is broken, but then again thats why im asking for more experienced players opinions. Any feedback is appreciated

    Edit: Nvm terrible idea O.o
    With everyone having health and +res(sleep) as an inherent how... sleeps are kind of useless. I HAVE seen large groups of players get slept for ~3 seconds in a static field though. That is always amusing.

    I kind of agree with you about mez duration though. Doms/controllers should get a longer sleep duration in pvp to counter health. Not overpowered, but they should at least make them useful! Too bad pvp hasn't had really anything done to it in the past 7 issues though. This game has such a potential for more fun pvp. If they had a dedicated PvP dev who regularly would release balances with patches that would be awesome.
  15. PvP is a completely different envrionment from PvE. You will die, a lot. That is just the way pvp goes until you learn, respec 100000 times until you find a build that seems to pay off with some kills, IO the crap out of your character, and harden up. It's taken me a while to finally have the right character combo that I can roll into RV with, and have a 30/2 kill/death ratio for a solo sitting.


    I believe most people cannot handle pvp because they have this vision of their characters as "gods who don't die". Well okay, welcome to the world of playing against other players. You WILL get wrecked, you WILL get ganked at first. If anything you should embrace it. Learn how you died so fast, and how powers work in pvp vs pve. What combinations are other people using that is effective? Ask questions in game, send tells. This thread is a good start too.

    Anyways, welcome to PvP and ignore the trolls! (Master of the universe and El Chido are the same person as an example of a troll)
  16. Syndace

    SS/Elec Brute

    Quote:
    Originally Posted by GuessWhosBack View Post
    I played a SS/Elec brute almost exclusively in PvP since villains was released (zone and a fair amount of arena, even on test). Over the issues I respecd, retooled and never gave up trying to make it work (im stubborn and I like the toon). Eventually sinking 10 billion into the "final" build.

    I highly suggest you try another toon, re reroll as an elec/ss tanker if you must play this type of toon. Best bet is as a taunt bot. My final build actually had two taunts and web nade, was very annoying to play against. It was fairly effective even in team PvP. But not very rewarding. Tankers would taunt better (with the inherent), be tougher out of the box (I had nearly 2300 HPs on my brute, tankers hit that easy). Also tankers will provide more damage in most PvP, its rare you build much fury.

    So basically dont do what I did and waste all your resources on a sub par toon. Brutes arent worth the investment. Honestly Id spread the love and pick a few toons you like, take em into zones and enjoy. Dont put all your eggs in one basket cause you will regret it.
    I'm going to have to agree here. I've tried brutes before and while they can be an annoyance and semi effective.. they are not very rewarding.
  17. The replies in these threads are lowering my IQ. The trolls are really piss poor nowadays, I'm not even amused.

    Chido, grow up dude. I've had many NORMAL conversations with you before and I know you are a good guy. I don't understand why you are craving attention by trolling RV and the boards.




    OP: Sapping is OK in pvp. It's not very quick but it can be effective if someone has already exausted over half their end. A large amount of -recovery is good. I'd say elec/therm would be a better bet. Heat exaustion is the only power I've encountered that is effective and annoying. I've had people spam transference on me before... that is only effective if I get caught with low endurance, otherwise I just hold and kill whoever is trying to sap me.

    Also: the +recovery accolade is an effective counter to heat exaustion.
  18. Syndace

    Power Boost?

    Quote:
    Originally Posted by Auroxis View Post
    Like I said, any power that can slot resistance enhancements is not affected by Power Boost. While PFF has a resistance component, it cannot slot resistance enhancements.

    Since Scorpion Shield can't slot resistance enhancements Power Boost will work, though it will only enhance it for the duration of Power Boost.
    Aaahhhh I see, only resistance components that are enhanceable aren't affected by Power Boost. That makes sense.. I need to read more carefully next time thanks
  19. Syndace

    Power Boost?

    Quote:
    Originally Posted by Auroxis View Post
    It won't, -recharge is never enhanceable.

    But I believe the -run speed portion is.

    Also, powerboost DOES affect personal force field from the Mace mastery PPP even though it has a resistance component. I run this on my mind/energy dom and when looking at the in game numbers the defense portion of these powers are boosted when I use power boost.


    I'm curious about scorpion shield though. Anyone know if this is boosted? Thanks
  20. I'm glad this post is already here I have been thinking about this for weeks now. My character looks AWESOME with all his powers light orange and red including incarnate abilities.... until I throw on scorpion shield or PFF then it just clashes and becomes old City of Heroes. I like new City of Heroes!


    How awesome would a golden scorpion shield look!?


    Yes I understand this takes work... and I am extremely grateful for it. I suppose the animators are busy working on the remaining incarnate abilities but after that...
  21. Flash Freeze sucks please make it better devs. See above comparisons and suggestions for analysis.



    Thought I would elaborate on this point again
  22. Quote:
    Originally Posted by Muon_Neutrino View Post
    If ice/ice has issues, they come from the primary. /ice is fine - doesn't really do anything especially outstanding, but it's more than serviceable. Ice/, on the other hand, has definite problems. However, they aren't the problems a lot of people think.

    Being melee oriented is not a problem - heck, most doms want to be there anyway to make use of their high damage melee attacks! Frostbite negating ice slick isn't a big problem, because you don't need to use them both at the same time (in the vast majority of situations, all your slows are going to keep them on the slick anyway). Not benefiting very much from dom is somewhat of an issue, but given that ice's soft controls already a) have very long durations or are toggles, and b) affect bosses the same as minions, it doesn't *need* it as much anyway. The mez protection and end refill are nice, for sure, but honestly I find the break from the 'must perma at all costs' type of set refreshing. Jack is nothing special, for sure, but he's no deal-breaker either.

    The actual problems with ice/ are the lack of any decent alpha absorbing power and the lack of good *hard* control. Ice has oodles of soft control, but outside of glacier it doesn't have any way to completely negate damage from a spawn. That by itself isn't necessarily the end of the world as long as your mitigation can keep up with whatever damage does get through, but then you factor in the lack of alpha control and it gets worrying. Overall, while it does have strengths in unconventional control that isn't as easily negated as some, ice just lets through way more damage than a control set ought to. While this is most noticeable solo, it can be a problem on teams too if you're running into anything more challenging than usual. You may be able to paper over the set's mitigation woes with softcapped S/L def and permadom (especially since high defense is perfect for allowing regen to keep up with occasional hits), that doesn't mean that those problems don't exist.

    To fix ice, I'd look at flash freeze. An easy change would simply be to remove the useless tick of damage, lower the recharge, and increase the range to give ice a reliable alpha absorber (at least solo). You could even do something a bit more drastic and give the power some sort of ongoing effect after the sleep is broken to make it more attractive for teams.


    Exactly this. I would not call ice/ice gimp as I have an ice/fire as my main. I have really enjoyed the years of ice/fire but I am transitioning into mind/nrg now because I feel like ice lacks that alpha control outside of Glacier that was mentioned.

    The problem IS Flash freeze.. it's such a useless power outside the cheap purple set to slot. If they improved this power a bit and maybe added a few effects to make it more useful... I would revisit my ice/fire again in PvE.
  23. Syndace

    PvP Currencey

    Good idea.. I have suggested things similar many times. I can only hope. Pvp io's you can always hope to get!...
  24. The end redux/range alpha slot works wonders for my Dom. I can finally leave arctic air running while spamming attacks. I can see the damage alpha slot being very good too. %130 damage enhancement per attack? Sounds nice.

    I am also curious about the level shift.