Vauluur

Super-Powered
  • Posts

    646
  • Joined

  1. Vauluur

    BS/Regen Help!

    First of all, welcome back! I hope you enjoy the new features of the game.

    Now, to your questions:

    1.) Parry is incredibly useful for this powerset combo, and always has been. Slotted up, you can soft cap your melee defense with 2 active Parrys IIRC. With Invention Origin set bonuses, you can bring that down to 1 Parry. You've been gone long enough that you probably aren't familiar with the soft cap concept since you left before we got access to the real numbers for in game powers. The soft cap is the point at which an enemy has only a 5% chance to hit you, which is the minimum chance allowed for in the game. For typical play, this will be about 45% defense. You want Parry, and you want to use it.

    2.) Body Mastery isn't bad really. However, you are missing out if you don't allow yourself to get the Soul Mastery Patron Pool. It features a power called Shadow Meld, which is sort of like a mini version of Moment of Glory. For obvious reasons, that's a good power to have. It doesn't take long to go villain, run the arc, and then come back to hero. It also comes with a respec, so that might be handy anyway.

    3.) Your pool choices are decent. You probably don't need Burn Out, and you might want to add Combat Jumping from the Leaping pool.

    4.) You want Spiritual on a BS/Regen. Faster recharge and more effective heals.

    As a side note, if you look back a page or two on the Scrapper category you should be able to find a thread Werner started on a Kat/Regen Scrapper. The thread is very long so you don't really need to read the whole thing. However, you should find the builds in that thread very useful.
  2. Vauluur

    Incarnate Night

    Frustrated with not being able to get on a league for trials? Tired of failing? Search no further. Tonight, at 6:00PM Eastern Time, I will begin forming a league for a full night of Incarnate trials. My intention is to run every trial, including TPN and MoM. The order will be as follows:

    Lambda
    BAF
    Keyes
    Underground
    TPN
    MoM

    * This order may change, or some trials may be left out, depending on the size and skill level of the league.

    Because of the difficulty level of TPN, the idea behind this event is to hone the league into a well-oiled machine by the time we get around to the new trials. It will also allow for some people who only have a +1 level shift to have a chance at getting +2 or +3 before we get to the more difficult trials. Join the league for incarnate salvage, a bucket load of Empyrean merits, and good old fashioned fun

    Also, I'd like to thank those of you who followed me on the failed TPN last night. I wish we could have beat it, but now I know how to get it to run more smoothly.
  3. Quote:
    Originally Posted by MriBruce View Post
    There's a part of my brain that has this real fascination with stealthing. I prefer ranged to melee action, so stalkers are low on my priority list. But I'm intermittently tallying my other options, and would appreciate y'all pointing out all the ones I'm missing.

    - Illusion controllers. I'm given to understand superior invisibility is about the best in breed, too. I just have trouble finding a secondary I'm really happy with.

    - Fortunatas.

    - Devices blasters. I seem to recall reading that the cloaking device is neither all that nor a bag of chips when it comes to stealth, but I can't seem to find that info now. (I freely admit to not really understanding what this feet thing is in stealth ratings.)

    - Dark miasma whatevers. See above about stealth ratings, though.

    - Anything with stealth IOs, of course.

    What am I missing in the way of power sets? And how do they compare in terms of just how stealthy they are
    The distance (in feet) listed in stealth ratings is how close you have to be for an enemy to see you.

    The first thing I thought when I saw this is a /dev Blaster. You can use Superspeed with a +Stealth IO and Cloaking Device to be effectively invisible. For added stealthiness, you can use Smoke Grenade to lower enemy perception. You know how Night Widows disappear when you are fighting them? That's Smoke Grenade.
  4. Quote:
    Originally Posted by Valgrisk View Post
    going to be going dark armor myself. Defensive Sweep seems to stack with itself and even without being slotted for defense, having two stacks of it is 30% melee defense. add in CJ, cloak of darkness, the steadfast unique, and some slotting on defensive sweep and i think i can get myself melee capped pretty readily.

    ...now to figure out if I can range/AOE cap, or at least make the soft cap with one luck. HMM.
    IIRC, it doesn't stack with itself. This was a side effect of finding a way to prevent it from stacking when you hit multiple opponents with it. However, that may not be accurate since I read that way back when it first hit beta and haven't played the set since then.
  5. For the sake of answering your question, I suggest Tri-Form builds using a playstyle similar to the one in Dech's guide. Human-only becomes significantly better only in very expensive builds.

    I don't have access to Mid's, but some general thoughts:

    You'll want Dwarf Mire to be well slotted for double mires. If you want the more foolproof version of double mire, slot Dwarf attacks up as well so you can use Dwarf form and avoid errors that make Dwarf Mire expire too quickly to be leveraged. If you want the best way to use double mire, hit Sunless followed by Dwarf Mire and then immediately go Nova for the AoE attacks.

    You'll want Nova AoEs to be slotted well. Don't bother wasting slots on the ST attacks because Human is better for ST damage anyway.

    Get recharge set bonuses. Lots of them. You want Sunless Mire and Eclipse to be perma so that you have high survivability in all 3 forms and insane damage buffs all the time. That's the main goal of the playstyle after all.

    I tried something like this a long time ago and ended up deleting the character because I just couldn't handle the long form shift animations. It was, however, very impressive. YMMV.
  6. From a thought experiment point of view, recharge would be the highest priority for a Tri-Form. Then, you could aim for either +dmg or +regen. I don't think defense bonuses would help as much since you couldn't stack them with anything really. What your playstyle goal would be is something fairly similar in nature to the MFing Warshade:

    1.) Buff up using Inner Light and Light Form - should be perma.
    2.) Fire off Nova AoEs
    3.) White Dwarf Step into spawn. Use Dwarf Flare.
    4.) Drop to Human for ST clean up or Solar Flare depending on number of living foes.
    5.) Repeat at next spawn.

    Rather than using Stygian Circle for a heal, Peacebringers have a self-sufficient version in White Dwarf Sublimation which is significantly more powerful than Reform Essence (or whatever the Human heal is, I get it mixed up with the buffs they have).

    Recharge is the first set bonus to aim for since it makes every aspect of the build better and increases both offense and survival by getting Inner Light and Light Form perma. Damage would be a good secondary bonus to aim for, since Peacebringers lack the damage-capping power of double mire. On the other hand, Regen could allow you to take advantage of higher HP from Essence Boost.

    This sort of a build is theoretically not as effective as a human only at the highest price range. However, at low-mid price ranges it will be more effective because of the ability to leverage Dwarf Form before Light Form becomes perma and the ability to use White Dwarf Sublimation. It also allows you to use Nova Form to offset any down time you have in Inner Light. I don't actually have a Mid's build made up for this, but it should be relatively easy to make.
  7. Quote:
    Originally Posted by KnG View Post
    I prefer the challenge of the iTrials as they are endgame content
    I agree with this. There's no reason to have the iTrials be simple defeat alls and non-dynamic AV fights where everyone just stands there and button mashes. The standard content of CoX is bad enough, please don't complain about the single aspect of the game that requires some sort of knowledge and skill to be successful.
  8. Quote:
    Originally Posted by Aett_Thorn View Post
    Tanker Offensive Issues, a summary:

    Brutes and Scrappers, the other two melee ATs that tend to get compared to Tankers most often, are seen as having enough survivability to do a Tanker’s job on occasion, while also pumping out significantly more damage. Since Tankers already have more survivability than these two ATs, increasing their damage potential - either across the board or just at the top end - would help to strengthen the AT as a whole. Scrapper and Brute survivability at the cap is between 75% and 90% of a Tanker’s, but Tankers do only about 60% of the damage of these two ATs with similar builds at their offensive caps.



    Suggestions for Improving Tanker Offensive Potential

    1) Increase the damage cap for Tankers from +300% to +400%.

    2) Add more options for Tankers to improve their offense, including, but not limited to pool powers and Ancillary/Patron pool powers.

    3) Create a mechanism for Tankers to temporarily trade off survivability for damage.

    4) Standardize Tanker Tier 1 attacks. Considering that Bruising is attached to this attack, all Tankers should be able to use it just as well.

    5) Give Tankers’ offensive AoEs larger radii.

    6) Tanker sets with only one AoE attack should be fixed so that the single AoE is good.

    7) Give Tanker attacks a “cooldown” period, where if you use it outside of this period, it causes much more damage than if used within the cooldown period. This would increase their burst damage, but not their overall DPS by the same amount.
    I find that this is the area where Tankers most need changed. Defensively, they easily outclass Scrappers and Brutes on SOs and even on IOs. Balance must include only discussions of SOs, but I understand concerns about IO level performance. People suggesting increases to Tanker defensive abilities should instead look at specific sets that seem weaker than others. Overall, the AT can't be matched in the defensive department.

    I think options 1 and 2 are more appealing than any others. They are simple and effective without changing the play experience of a Tanker. Honestly though, 400% might be too high for the Tanker damage cap. 350% would probably be more appropriate. It would be nice to see some of the epic pools get additional options as well.

    Honestly, I don't think the Tanker needs changed a whole lot though. It's important to remember that it's rare to run across a Brute or Scrapper that can tank the high end content (including Incarante trials) indefinitely and without outside buffs. Tankers are still the go-to AT for tanking. They always will be. If you want higher damage and the ability to tank sometimes, go Brute or Scrapper. If you want to tank everything all the time, no matter what, then go Tanker. That's the way it should be.
  9. Quote:
    Originally Posted by Virfortis View Post
    Actually I've got a pet peeve with Titan weapons: They're left handed...

    Nothing wrong with being a lefty, but my character is right handed RP-wise...
    You'll notice that Katana is also left handed. That is actually a significant problem, since the weapon was designed to be used in the right hand and every combat technique using it that I've seen/read/heard about uses the right hand as the dominant hand.

    IIRC, this has been chocked up to some sort of animation requirement that the weapon be left handed. I think it had something to do with being a two-handed animation. If that's correct, then the problem was certainly inherited by TW. In short, don't hold your breath for seeing that changed.
  10. Quote:
    Originally Posted by Virfortis View Post
    Bit off topic: Anyone else chuckle a bit when they thought of making Titan/Shield? (I know you can't, but it made me chuckle just a bit)
    I actually wish you could. I haven't seen all the Titan Weapon models yet, but I don't see why I can't have a shield and a two handed weapon conceptually. Of course, it'd only work with smaller shields IRL. Like Bucklers. But still.
  11. Redraw is overrated IMO. It really shouldn't matter much with most secondaries, assuming you remember it's going to happen and plan accordingly. Personally, I'll probably try /Regen mostly to emphasize the point.

    For the OP, you could go with anything.

    /SR would be easy to softcap and allow you to skip Defensive Sweep and Weave which will be in the build for most players. This leaves room for other tools to be put in. RP reason would be simple enough. Your deity either grants you foresight or protects you from harm. Plenty of myths and legends include characters who cannot be hit. Projectiles mysteriously fall to the ground or take strange paths. Swords become heavy and cause your foe to swing too low, etc.

    /EA is easy to softcap as well, and also comes with a +Recharge buff that applies -Recharge to everything in melee range, a self heal that also buffs regen and lowers end cost, a stealth power that does not suppress in combat, and a PBAoE end drain that buffs your defense even further. It's light-based GFX work well for a holy warrior as well.

    /ElA is similar to /EA except instead of defense it buffs resistance. It also doesn't debuff enemy recharge but has a damage aura instead. It would certainly benefit more from Defensive Sweep than the other two.

    Invuln and WP are good as well, but you seem to be aware of their benefits already.
  12. Quote:
    Originally Posted by Dz131 View Post
    I never use any +def attacks on any toons. At 50 they're useless
    What?

    For positional defense sets, or armor sets that have no built in defense, they are fantastic. You can softcap melee much easier allowing you to build set bonuses up for other things. They can turn /Regen from "meh" into god mode.

    Even my /Invuln will soon be taking Parry again. Largely because it is much cheaper to softcap melee than S/L/E/N and foes don't attack me at range much. I'll also be using Shadow Meld to take my typed defenses over the softcap on demand. Oh, and that's all with only one opponent in melee range which almost never happens except in AV fights.
  13. Quote:
    Originally Posted by Aett_Thorn View Post
    Is there a consolidated spot to view all of the weapon models for TW?
    Not that I can find. I'd also like this as I want to make sure at least one fits my concept prior to buying the set.
  14. Quote:
    Originally Posted by Mattwo7 View Post
    So it goes like this right?:

    Mattwo wants the new TP and Flight powers for WS and PBs respectively.

    Mattwo thinks that it's unfair that they can't have them while other ATs can.
    You must not be looking hard enough, because that already happened.
  15. Quote:
    Originally Posted by Screwloose View Post
    Hi all

    Bit of a slow week. Got enough shards on my Tank to get his first Alpha slot enh, went for Resistance although it seems a little overkill for most situations.

    Hit up the Flashback over the weekend doing some Hero-side Badge missions for my Crab Spider and some Croatoa story content. Not sure I am going to go back to Croatoa, salvage drops were nice, but the critters there are pretty darn annoying.

    Can’t say I haven’t done any iTrials now. Got into a Lambda trial which seemed pretty chaotic and we ended up failing. Chat afterwards seemed to suggest this is rare and no one was talking up doing it again. Got my Scrapper about 45% of the exp for the slot, a few threads, a couple of Astral Merits and an uncommon salvage piece so wasn’t bad for a fail I guess. Another run like that I should be well set to pick a Proc slot enh.

    I got a third piece of the purple pbae set off a SG mate for market rates and have started putting in some bids for the remaining bits. Have to leave the bids in a while see if I get any bites.

    Weekly Strike Targets are working up my agenda of things to do as I get some characters near to their first Tier 3 Alpha enh.

    Regards, Screwloose
    “I am not young enough to know everything.”
    Lambda failures are pretty strange now. They were much more common than BAF failures when they first came out, but most league leaders know what to do now. When did you fail? Later on I would guess since you got a good bit of iXP and an uncommon. Fighting Marauder? Anyway, glad to see you got onto a trial. Congrats on the purple too. I've been having problems finding people willing to part with those
  16. A really, really long time ago (like the first character I ever made...pre I1 IIRC) I had an Energy/Devices Blaster. I ended up remaking him as an Energy/Energy Blaster back then because I wanted some melee attacks. I've been playing around with some ideas for a Blaster for awhile now. I'm usually a melee player (since approx. I6) so I'm looking for something a little different. I remember Blasters being a lot of fun, and I like Energy Blast. I was thinking of trying an Energy/Devices again since it would be out of melee pretty much all the time and just about as different from being a Scrapper as it can get. Before anyone tells me to be an Energy/Traps Corruptor - that's not what I'm asking for. I'm asking for thoughts on an Energy/Devices Blaster. I don't like redside, and I don't like redside ATs being played on blueside. I don't think of my hero as a Corruptor. I think of him as a Blaster. Now that I've established that, I have a few concerns with the combo:

    How will Caltrops and Knockback play together? I know a lot of people like Caltrops for the mitigation it provides, with most enemies focusing on trying to get out of them instead of attacking the Blaster. If enemies are knocked off the Caltrops, will that greatly impact their utility? Or will enemies being kept at range provide sufficient mitigation anyway, with Caltrops just giving more time to knock everything back?

    Explosive Blast seems to be a nightmare for teams. Will avoiding that power and relying on Energy Torrent for AoE be a major problem?

    The general consenus for Time Bomb seems to be that it sucks. However, if I were to stealth ahead on a mission and plant one I could see alternating Time Bomb, Nova, and Judgement to pretty much nuke my way through stuff. Would this be effective?

    I've heard Gun Drone can be made to Recharge fast enough to have 2-3 up at a time. Would you suggest aiming for that?

    Devices doesn't have Build Up. Will this be an enormous problem, or can I at least partially negate it using +Damage set bonuses and Assault?

    Anything else you can think of that I might want to know.

    Edit: Also, what APP would you suggest? I would prefer to avoid getting a Patron Pool. I was leaning towards Force Mastery for Repulsion Bomb (the Blaster version does knockdown now too right?) which according to Mids deals comparable damage to Explosive Blast without knocking the whole spawn back. However, Munitions Mastery is attractive for another mini-nuke and I'm sure there are other good choices.
  17. I'm actually going Regen as well I think, and it would fit your concept since you could use the +melee from Titan Weapons to stack with set bonuses and give you the agility feel. It would lack any mechanical representation for time manipulation though.

    EA would fit best probably, with +Recharge for the time manipulation concept and defense for agility (Who says those glowing pulses around you have to deflect things? Maybe that's your time manipulation allowing you to dodge and creating a glowing pulse as a side effect.) and the self heal could be a Reconstruction-style regeneration ability.
  18. Quote:
    Originally Posted by Shred_Monkey View Post
    Psi using enemies tend to be weak vs damage
    I haven't found a whole lot that is strong vs damage
  19. Quote:
    Originally Posted by Chyll View Post
    On the armor side, I'd look for it to be primarily resistance based. I'd expect a damage aura. To get inventive and try for a really unique feel, I'd almost give every armor an aoe effect, say... second resist armor a minor -resist aura, the thrid armor a minor -regen, or something to really make it an oozing radiation feel... probably skip the damage aura in that case, and go all debuff, -regen, -resist on a couple of the armors. Not high numbers, but tough to balance...
    I actually really like that, a lot. I want it to be made immediately.
  20. I would, I've had a number of concepts that those powersets would fit perfectly. Energy Melee colored green just doesn't cut it. I'd expect radiation melee to be more gaseous/bubbly than shiny, to go along with the other radiation sets which are mostly gas that happens to be shiny.
  21. Good point. Sometimes I do dumb things.

    @ dumb things
  22. Quote:
    Originally Posted by Cobalt Azurean View Post
    Per the in-game description in the AH/BM for ATIOs: "Account Bound: This enhancement can only traded to other characters on this account via global mail."
    Ok, so I'm not completely stupid. Well, I guess if I want them I have to buy those packs with the costume pieces I don't care about
  23. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure why most people haven't figured out how ridiculously broken time manipulation is yet, honestly. But soft-capping with time is more of a Defender thing than a Corruptor thing. Its possible, but not as easy on a Corruptor and I don't think you get there on an all SO build.
    Sure they have, that's why it's the new SS/FA/Soul Brute. Haven't you seen the billions of Time characters running around since they released that set?
  24. Quote:
    Originally Posted by Mr. DJ View Post
    Unless something has changed, ATIOs can be traded and sold.
    That's good news. I could have sworn that when I read the notes from the Pummit it said they could not.
  25. Quote:
    Originally Posted by Airhammer View Post
    This is your assumption. Everyone does not build for softcapped defense.

    I have THREE toons out of the 40ish I have that are not Tanks or Brutes that have softcapped defense. Even some of my Tanks dont have it.

    Also I believe you are also assuming that everyone that is using IO's are min/max types that have Mids calculations and spreadsheets everywhere and nothing could be further from the truth..

    Remember the people in the forums do not represent the majority of players.
    That's true I suppose. I guess another thing that contributes to my perception, beyond just the forums, is that the people in game that talk a lot about their set bonuses are generally the ones that have done something worth talking about. More often than not that turns out to be soft capping.

    I'm getting a lot of hostility in this thread. I never meant to offend anyone or say that IOs are an overly negative thing. I simply was making an observation about how they have made the game different than how it used to be. That's all. I guess on the one hand, they have brought it closer to pre-ED though so that is a positive component.

    Overall I like the system, despite the fact that I occasionally wish it didn't exist or was a bit more comprehensive. I would just like to see some more viable options and different bonus combinations in the sets to help give other goals to build for. That would also make the system more accessible to newer IO users since influence would be spread across a number of different sets and not just the ones that are more commonly used. Kinetic Combats, for example, are insanely priced on the rare occasions they actually appear on the market.

    The AT IO sets that are coming in the future are an interesting expansion of the system, but sadly can't be sold on the market or traded and can only be found in packs bought with Paragon Points. I'm not sure I like that option. Sure, it supports the game - but it sets a dangerous precedent. Will every new IO set be limited in availability to spending actual money? Hopefully not.

    One other side note, IIRC the devs have admitted that certain parts of the incarnate trials were actually balanced with IO bonuses in mind. If that's true, then the IO system is not optional.