Two_Dollar_Bill

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  1. I was just going to say that it sounded like a good idea, except for the fact that I would still be at work. The new time is more workable though!
  2. Well, heck.
    I feel nostalgic about the whole Justice community now... even people on my ignore list.
  3. While my Crab is fairly durable, I don't think he's really the sort of character you're looking for. Mine has bizarre things like a real movement power, and Recall Friend to help teammates. You'd probably be better off looking at a build like Trilby's which has pets, Omega Maneuver, Hasten and more ranged attacks; generally similar to yours.
    Still, for the sake of comparison, below is my current soon-to-be-obsolete I23 build:

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Clarke I23 Actual: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(5), GA-3defTpProc(36)
    Level 2: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 4: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(9), SW-ResDam/Re TP(50)
    Level 6: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11), EndRdx-I(34)
    Level 8: Suppression -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(13), SDoArach-Dmg/EndRdx/Rchg(13), SDoArach-Acc/Dmg/EndRdx/Rchg(37), SDoArach-Dmg/Rchg(37), Range-I(39)
    Level 10: Recall Friend -- Zephyr-ResKB(A)
    Level 12: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 14: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40)
    Level 16: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(43)
    Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(21), EndRdx-I(50)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(25), Aegis-Psi/Status(33), Aegis-ResDam(45)
    Level 26: Frenzy -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(46), SDoArach-Rchg/DmgFear%(46)
    Level 28: Serum -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(48)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Web Envelope -- Acc-I(A)
    Level 41: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Clrty-Stlth(A)
    Level 1: Conditioning
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5), Panac-Heal/+End(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(9), EndMod-I(37)
    ------------
    ------------



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  4. Quote:
    Originally Posted by Pauljima View Post
    And the reason I'm hesitant to slot Tough more is because it's only Resistance for S/L. I know that's the most common, but currently, I can't slot for enough Res to make it worth it and though the def bonuses are nice (with some useless XP stuff),
    So, you want the focus of your character to be godlike durability but you see no point in having more smashing and lethal resistance? Seriously? If, as you say, survival is your goal and pets are just gravy, I would strip slots from your pet powers and slot up Tough in a heartbeat.

    Crab Spiders are defense-based characters and they laugh as 95% of enemy attacks simply miss... right up until the moment they get hit with one defense debuff and the cascading failure begins. At that moment, their damage resistance determines if they instantly faceplant or if they have just enough time to realize there's a problem and pop a purple, run like heck, or take some other corrective action. The defense-only character is quite brittle, and your current build may not even be able to run Tough in combat because you've done nothing to correct its massive endurance drain.

    My own Crab is fairly obsessed with being invulnerable to harm, and will be getting hard-capped S/L resists as soon as Issue 24 goes live. The only question I ask myself is... should I go for the full 85%, or stop at about 80% and let that scaling resist IO (the one Gallifrey mentions) take up the slack? If you really want your Crab to be "a GOD" through survivability, these are the questions you should be pondering.

    Edit: Oops, almost forgot. On the subject of junk IO set bonuses like debt protection, Issue 24 is tossing all of those out and replacing them with things like damage resistance. So, some sets that were previously quite mediocre (can't sell the recipes for 100 influence) are going to become quite good indeed. This is not going to have much effect on defense bonuses, but if you DO care about your damage resistance, these new bonuses may be a factor in your IO choices.
  5. Brute-like Survival
    If survival is your priority, I'd start scrounging up extra slots to make Tough an asset instead of just a waste of endurance. You can get plenty of defense bonuses out of it to make up for any that you lose elsewhere. Shuffle those bonuses around!
    You may also want to look at the new I24 damage resistance set bonuses. You can hit 85% Smashing and Lethal resistance with a little tinkering.

    Spring Attack
    I've never used it, but I don't think it has very good synergy with Suppression. If you want to begin combat by appearing in the middle of your foes, you should get all the Crab melee attacks, Venom and Frag Grenade, and not worry so much about ranged filler attacks or Suppression.

    Cheaper Build?
    Fortunately, the sets with good defense and resistance are regular old non-purples. The only additional purples that you might consider are the Panacea and Shield Wall uniques. They're "cheap" now anyway. There was never any benefit to using Kinetic Combat in Boxing; Crushing Impact and Mako's Bite go up to level 50 and so have better enhancement values.

    Buffing Up Damage
    If you really want to maximize your damage, get Assault from the Leadership pool. +15% damage for yourself, your pets and your team is huge, and it's fine with one extra slot (2 end reduction).
  6. Crabs are hybrids, capable of doing multiple things well at the same time, so I hesitate to say that any build is lacking focus. Even so, there are synergies that can combine to make a Crab strong, and inefficient pairings that can make your powers work against each other (like trying to use Wide Area Web Grenade and Frenzy). Some of the general Crab types we see around here:

    Ultimate DPS - As many purple sets as you can cram in to a build, multiple Achilles' Heel procs, insane recharge (Hasten is a must), patron pool attacks, and pets tuned for DPS. Soft-capped defenses are optional or only come with Incarnate powers.

    The Tank - Non-purple sets that give bonuses to defense and damage resistance, lots of health and regen bonuses, well-slotted Serum, well-enhanced Tough and Weave. Hard-capped 85% damage resistance will become common with I24.

    The MasterCrab - Patron pets, all the +defense and +resist unique IOs for pets, lots of Leadership toggles (TT:Leadership, not Aim), a taunt power, crowd control (fear, stun, knockdown, immobilize) to keep pets safe, lot of recharge.


    The crowd control that keeps a herd of pets safe, and the way pets compete with you for aggro, can ruin the usefulness of Frenzy and make AoE attacks in general less effective.
    The purple sets that grant awesome recharge bonuses for perma pets and pylon-smashing DPS will not give you the defense and resistance bonuses you need for Brute-like toughness.
    I would personally choose what aspect of your build you really want to be godlike, and give up the things that interfere. Right now I'm not sure what this build is good at.


    WAWG and Melee Defense
    Wide Area Web Grenade ruins Frenzy and weakens your overall AoE damage by preventing your victims from bunching up. Enfeebled Operation does provide some nice melee defense, but you can get that from other sources. Specifically, you have far more AoE defense than you need, so you could get rid of Scirocco's Dervish and slot Arm Lash and/or Frenzy with Obliteration (6), which provides 3.75% melee defense. If you don't mind waiting until Issue 24 to complete your build, the new SoA ATO set (Spider's Bite) grants a large bonus to melee defense.
    You do have a few "spare" slots sloshing around to pay for this, like the third recharge IO in Hasten. It's mostly eaten by ED, making it a waste to slot there.

    Attack Chain
    If you want to use a combination of ranged and melee attacks, you don't strictly require a full attack chain of either. My own Crab normally uses Venom Grenade and Suppression, then charges into melee with Shatter Armor. I just cycle Venom Grenade in with my melee attacks after they bunch up.
    Suppression, Venom Grenade and Frag Grenade makes plenty of attacks to round up your victims into melee range, and you can keep using the grenades along with Frenzy for your melee AoE chain.
    Ultimately, I think attack chains are a matter of personal taste rather than science. My Crab has a complete attack chain in melee but insufficient ranged attacks to make a chain, which is fine by me, but it would drive some people mad.
  7. I don't have access to Mids' at the moment, so my advice will be a bit general until I get home.

    Some Crab players disagree, but I find the notion of "perma spiderlings" a bit ridiculous, given how fragile they are. If you summon them and they run under the feet of a boss and get annihilated by AoE attacks in 10 seconds, were they really permanent? If you only have one set of pets, make them big ones. If you want Spiderlings, make them recharge "fast enough" and don't worry about them being "permanent" because they won't be unless your difficulty is set low.

    In your earlier nerco-post it sounded like you were soft-capping vectored defense AND typed defense. If so, stop. All normal attacks have both a vector and at least one type, and you use your best applicable defense category to figure out what your defense really is. The easiest way to soft-cap a Crab is with vectored defenses, and you can ignore smashing, lethal, energy, etc.

    Since you do want a Crab that can fight in melee, why glue everyone in place with Web Grenade? You have soft-capped melee defense, and you can do far better AoE damage against a tight bunch of foes in melee than you can against a scattering that are glued to the ground where they spawned. Soften them up with Venom Grenade, tell them to bring all their friends with Suppression, and then, after they're in a bunch, let the real AoE carnage commence.

    If you are short of ranged AoE attacks to make a chain, you can use Frag Grenade. It was previously disliked by many Crabs due to knockback, but you can remove the knockback with the Overwhelming Force KB-to-KD enhancement. Some Crabs also like cone attacks from the patron pools.

    Arm Lash is a great attack, but it only really shines if you allow your victims to move and bunch up around you. Otherwise, you won't be able to catch multiple targets in the cone.

    My own Crab's Suppression is currently slotted with Superior Dominion of Arachnos 1-5 (no proc) and a 50+5 range IO.
  8. I'm one of those West coast people who works late and shows up just as the event is ending. Unfortunately Zwillinger had technical difficulties which ended things prematurely on Justice on Friday. Even so, I thought Captain Mako Week was fun and hope that there will be more of these hand-spawned events in the future. I think they do add something to the game that canned/programmed content, even good canned content, doesn't have.

    I'm sure that with experience and feedback, these can become more interactive and less labor intensive. It might even be worth a little development time to create tools to facilitate this sort of event.

    Anyway, I wanted to thank the Paragon Studios team for putting it on.
  9. I actually do have a couple of characters that will be "replacing" real powers with the upgraded +resist IOs. Both of them use Sonic Resonance and, currently, they can only hard-cap their resistances by using Sonic Dispersion, Tough and a Patron/Ancillary pool toggle. The new IOs will allow them to hard-cap Smashing and Lethal (at least) with only two toggles.

    Most of my characters will take their new damage resistance bonuses and enjoy them without changing their builds in any way. None of them that currently have Tough are planning to drop it.
  10. I have been continuously subscribed since before Freedom came out, and I have spent an additional $60 on stuff since then. At least in my case, I AM shelling out more money to play City of Heroes than I did before Freedom. Still, as my hobbies go, it's one of the cheap ones.
  11. I like the new Skulls.
    I've seen many real live teenagers with worse hair.
  12. Quote:
    Originally Posted by Tater Todd View Post
    I just...I just wish I was around during the heyday of Godly Controllers.

    Does anyone have pictures of 2 Singy's or other crazy multiple Pet Shenanigans?
    I can't recall if this was my own three Phantasms and their pets, or if there was another Illusion Controller on the team. Actually, I can't remember much of my life from December 2004....


    This reminds me of a common phenomenon when leading around multiple Phantasms... their combined knockback caused you to play "kick the can" with your opponents.


    The police used to be treated exactly like ordinary citizens, running in terror from un-powered gang members, and getting their purses snatched. And check out those ancient Skulls compared to the I24 versions!


    Aggro cap? What's that?


    As amusing as it was to blow up dumpsters full of werewolves and freaks, my favorite was Circle of Thorns portals! Your team versus a never-ending supply of demons.
  13. I tend to design my characters with an eye for survival, and the new resistances bonuses are going to make me dust off a lot of old alts and look at this aspect of their build. My Sonic Resonance Corruptor and Mastermind, in particular, are going to get a revamp to see how easily they can hit the hard cap.

    The only character that might truly be saved from the alt dustbin is my Illusion/Empathy Controller. As the character that made me fall in live with CoH, and first 50, I want to play him more but he doesn't even have a useful attack chain. I am going to see if the Presence and/or Fighting pools can fix this. I'm not sure how well it will work our how long it will last, but he's getting a respec and a lot more play time that he's had in years.
  14. I always try to play some of my not-so-fun alts on double XP weekend, based on the theory that they will get more fun at higher levels. However, I usually discover that doubling their XP gain does not actually make them any more fun to play! Strange. So, no levels on old characters.

    I created a new Force Field / Beam Rifle Defender named Exit Stategy on Saturday afternoon. By the end of the day on Sunday, he was 38. I know I was on a team with Desi Nova at least once.
  15. Two_Dollar_Bill

    Empathy/Energy

    Do people really ask what sort of Defender you are before letting you on to a team?
    I have three Defenders (Dark/Dark, Empathy/Energy, FF/Beam) and I can't remember that last time someone cared to ask me what powersets I had. When I have trouble finding teams it's because of low population at night, not because of my powersets.

    I enjoy the signature story arcs, and they are worth hero/villain merits, which are worth having.
  16. It seems rather counter-intuitive that an AoE attack that involves jumping into the middle of a group of enemies would not break stealth... but I've never used it, or Lightning Rod, or the shield charge version. So, maybe it's an excellent power for a mace Bane?
  17. If you are serious about soft-capping your defenses, you should not even think about skipping the Leadership pool. Maneuvers is worth about 5% to each of your positional defenses... and it takes a lot of IO set bonuses to add up to 15% defense. Assault is also an amazing power for VEATS that should not be skipped. +15% damage for your entire team? Why would you skip that?

    Both my Bane and my Crab, and some of my Defenders and Masterminds, have Gaussian's Synchronized Fire Control six-slotted in some version of Tactics. The set contains no junk bonuses, and it grants 7.5% in positional defense, which is as good as any IO set in the game. I'd rather have TT:Leadership really well slotted than to use Shield Breaker in my attacks or other desperate measures to get defense bonuses.

    What good is Spring Attack to a mace Bane? Anything you open the fight with that breaks your stealth without delivering an Execution's Strike is a fail. Awesome burst damage is one of the defining strengths of the character, why fight it?
  18. It seems you have spurned my accuracy slotting advice, but I assure you: Too much accuracy slotting means taking more swings for less damage, wasting endurance.

    And there's no reason to starve yourself until 47th level, or longer. You can start assembling your +Endurance, +Recovery procs like Miracle, Numina's and Performance Shifter now, since their level doesn't affect their performance.
  19. Quote:
    Originally Posted by Fireheart View Post
    Hmm, I basically tossed in those final powers as leftovers from the various builds that I was cribbing from, including one you posted (with IOs). I'd definitely like to see a freshly crafted SO build, or a link to your old one!
    The SO Build I posted last year was a Crab, but it might still be interesting for reference.

    Quote:
    Originally Posted by Fireheart View Post
    If past experience is any guide, I will consistently forget to use Build Up, and possibly Placate, as well, but I'd happily port a solid build with Placate over to Test and try it out. Does it equate to 'Click to Crit', or...?
    Part of the fun of the melee Bane is the staggering amount of burst damage you can do with a sneak attack. If you really want eye-popping damage numbers, you will need to hit your target with Surveillance and yourself with Build Up before using Shatter. I have them all laid out on my hotbar together so I can just push them in sequence.

    Quote:
    Originally Posted by Fireheart View Post
    Exe-Who? I don't recall seeing that power in any builds, or in Mids.
    Executioner's Strike is a sneak attack using Shatter. You can sneak attack with your other melee mace attacks, but this is the big one.

    Quote:
    Originally Posted by Fireheart View Post
    As for WAWG, well I do have a L24 Huntsman that I brought up 'the hard way' and I loosely based this build off of that, replacing ranged attacks with melee. I do see your point about the web being counter-intuitive. I have fond memories of "Web! Venom! Frag! Spraay!" followed by maniacal laughter and the fall of spent brass.

    That might not apply here, but I don't have experience with a Bane's fully-developed defenses, so I wasn't sure if they could stand up to a melee-scrum like my Tankers would enjoy. I like Tankers a lot, so I thought it might be fun to try building a Soldier to that spec, even if he comes out more equivalent to a Scrapper. I figured the Web would allow me to shape the battle a little better? Perhaps I can re-juggle things and slip Bayonet, or Frag, or Poisonous Ray into that space?
    For a melee Bane, the maniacal laughter comes at the beginning of the fight when you cause a pesky Lieutenant to vanish in a red mist before he can even draw his weapon. Ranged weapons are mostly for mopping up fleeing minions that are beneath your dignity to chase down.

    Quote:
    Originally Posted by Fireheart View Post
    Well, I 'have to' take an attack from Fighting. If I must take it and I don't have something Obviously Better, then I may as well make it count and put it to work. The other thing that led me to give it a little priority, is imagining going on a DFB with only one attack - that's a long break between Bash and Pulverize and, I'm sorry, but the 'mace beam' attacks are pitiful - I'd be better off with the standard Soldier's gun.
    I agree that the ranged mace attacks are generally inferior to their assault rifle equivalents, but any of them are still far better than Kick. While you may be required to take Boxing or Kick, you are not required to waste enhancement slots on them or actually use them.
    If you take Pulverize at level 12, you can still use it when exemplared as low as level 7. If you frequently use Ouro to re-run level 5 story arcs, that could be a problem. I suspect Sands of Mu and a Backup Radio would allow you to defeat the level 5 Hellions.

    In terms of attack chains and attack choices:
    - Since you are going to be using IO sets with +Recharge, I think you'll find that all four melee mace attacks will make a complete attack chain all by themselves. No need to use Kick or Bayonet. (I tried it for a while with just Bash, Shatter and Crowd Crontrol, no Hasten, but there were too many gaps.)
    - Ranged attacks are somewhat more complicated. If you really want to embrace the stalker/scrapper lifestyle and do your dirty work in melee, you really don't need a ranged attack chain at all. Just a couple of ranged attacks for picking off stragglers may be sufficient. That's all my Bane has, and I went with those "pitiful" mace attacks for reasons of theme and redraw.

    Quote:
    Originally Posted by Fireheart View Post
    And ultimately, despite my initial plea for 'no IOs', I do plan to slot IOs. Only, every time I ask for build assistance without 'requiring' that it be SO Only, someone will come along and plonk down some 'ultimate' build, as if it were the be all and end all Answer to my problems... And they're always completely un-usable at whatever my level is and/or impossible without a lot more resources than I have available. Usually, I can't even use them as a Guide, because they're leveraging some particular aspect to be 'awesome' and sacrificing general utility in order to do it.
    Well, I can't promise that my own IO builds are any better, though I prefer to use non-purple sets because I'd rather have defense than recharge.

    I guess the thing to work on as you level up is finding the right balance of ranged and melee attacks. My Bane and Crab play very differently, even though both are "melee characters" with some ranged attacks. I tried to give my Bane a mix of melee and ranged attacks, but once I got in there swinging with the mace, I found that I got a bad case of "scrapperlock" and just didn't switch back to ranged. Some attacks that are quite good on paper (Venom Grenade) just weren't very useful for the style of melee I was doing.
  20. Two_Dollar_Bill

    Force Field MM

    Quote:
    Originally Posted by Evil_Legacy View Post
    Its in the set so assumed there has to be use for it.
    Now there's a dangerous assumption!

    Repulsion Field is useful for crowd control. It's random, but it works, and the power doesn't need any slots added if you save it for emergencies. If you start losing battle drones and things are getting out of hand, you can turn on Repulsion Field and play bumper cars with the mobs until things are under control.

    Force Bubble does have its uses, but it also has bonus features like the ability to aggro whole rooms of mobs that you can't even see (since it extends through walls) and the ability to make all your melee teammates yell at you if you keep pushing their targets around.

    Both powers are skippable, but they both have their uses. I like Repulsion Field (and Repel and Sonic Repulsion) because it's fun send your opponents flying helplessly in all directions.
  21. Red-side contacts will not talk to you once you join the goody two-shoes of Paragon City. You can get some Halloween salvage from the market to turn in, or wait until level 30, or buy a costume slot from the Paragon Market.
  22. I guess I've run my last blockbuster event, so I can report my findings. The RNG was fairly even-handed with my characters over 28 runs.

    Acc/Dmg - 4
    End/Rech - 4
    Acc/Dmg/End - 7
    Dmg/End/Rech - 3
    Acc/Dmg/End/Rech - 5
    Damage/Proc - 5

    Number of my characters actually using the proc for knockdown - 1
    My Warshade has it in Gravitic Emanation, and it is awesome.
  23. Well, as long as you're asking for them to program new systems into the game, why not just ask for an "auto sell" feature that would cause selected drops to instantly sell themselves at NPC store prices?

    I don't really see any pressing need for this sort of system because it's not that big a deal to sell things or delete them between missions. I would say it is highly unlikely that anything of this sort will be implemented since it competes with something that's already for sale:
    Recipe Inventory Increase, +5 slots for 800 points
  24. I did post an all-SO Crab Spider build back before Freedom came out, so I have given SO'ed VEATs some thought and I think they can perform pretty well. Banes have access to such a large number of defense toggles, you can almost soft-cap melee and AoE, even with SOs. As long as you're smacking down the debuffers and other difficult opponents with sneak attacks, your defenses are not going to be severely tested anyway.

    Try to add a third Defense SO to both versions of Maneuvers and Weave. And don't neglect Cloaking Device. It does suppress to half value in combat, but that's still more defense than Combat Jumping, so it's worth slotting.

    Since you are planning to run two different versions of Tactics, and Tactical Training Offensive, AND you have Build Up, I think it's safe to say that you don't need to double-slot your attacks for accuracy. One each should be sufficient. Convert all those extra accuracy SOs to damage.

    If you want to maximize your melee damage, you'll want Placate so you can make multiple sneak attacks.

    What is the purpose of Wide Area Web Grenade? Since this is a melee build, your DPS is going to be highest if you open with an Executioner's Strike and then allow your victims to bunch up for Crowd Control. Keeping them webbed to the ground so you have to go get them doesn't seem very useful. Mace Beam Blast, on the other hand, does damage and has useful crowd control applications, especially when you slot it with the Overwhelming Force KB-to-KD enhancement (it's not an IO).

    I can see how you might need Kick as a filler attack since you lack set bonuses and Hasten, but there's no way I would slot it up like a main attack when your real heavy-duty attacks are still incomplete.

    In general, I would try slotting all your melee attacks with 1 Accuracy, 3 Damage, 1 Recharge and 1 End Cost Reduction, then tweak as needed. If you give Bash a bit of extra recharge so it's consistently available between bigger attacks, you may be able to unslot Kick.

    And, if this build were being played by a Premium player with some reward tokens... I actually think Sands of Mu would make a better backup attack than Kick. You have so many accuracy buffs that it should be sufficiently reliable.