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Quote:I would say that it's a pretty good reason to take Clarion, especially on the UG trial. That trial wrecks leagues that don't have lots of mez protection and a lot of people don't even notice that mez protection was the problem. It's worth your consideration at any rate, since you don't really gain a whole lot from the other options anyway.Thanks very much for your comments
Alpha: Nah, I can run the ST chain as Burn>Haymaker>Gloom>KoB>Haymaker>Gloom flawlessly with just my global recharge. For AoEs I have Obliteration and the FF proc in FS almost always fires if I am the first to a spawn (assume 5-6 baddies). Cardiac sounds like the best. I was planning Core Paragon with gives 20% resistance too (this is the one with 45% end redux value too).
Judgement: sounds good to me.. Radial Final Void looks nice
Destiny: I noticed I was getting hit with Terrorize and Confusion.. the effects didn't last long but they were a pain nonetheless. Is this a reason enough to take Clarion though? Slight aside: I do not use soul's toggle (Darkest Night), only Obliteration and Gloom, both are slotted for -ToHit though.
Interface: How big of a damage difference is "moderate" (Reactive) vs "minor" (Preemptive and Spectral)?
Lore: It seems the Seeker Essence uses Fort on you? That's nuts..
MT
If you do decide to go Barrier though, I would without a doubt take the Seers Lore pet to stack the +def with Fortitude. The recharge on Lore means you won't be able to use the Seers all the time, but while they are up Fortitude stays on you constantly. Most of the time you are using Lore pets it will be against AVs and stuff anyway, otherwise known as the times you'll need defense. Really, Seers might be a good option for you regardless of your Destiny choice unless you want to do something like solo AVs, in which case Cims surpass Seers since their DPS against a single target is like having a pocket Scrapper. It's against larger spawns and on teams where the Seers more all-purpose buffing ability becomes more useful than the DPS-centric Lore pets.
The damage difference for the interfaces isn't very high. I was actually under the impression that the DoT from Preemptive and Spectral was "moderate" and comparable to Reactive. The DoT for Degenerative and whatever the psionic one is called is "minor" and strangely enough resisted more often by enemies. I wouldn't suggest the psionic proc for any reason, since like half the incarnate enemies are robots and even in the new Dark Astoria with i22 it will be Banished Pantheon zombies. -
Quote:Well, I think there would have been some very appealing story options if they opened up Khelds to redside and gave them new contacts there instead of making VEATs. At any rate, it would have been way better than the crappy story VEATs have and would have used less design time. Maybe they would have paid more attention to Khelds over the years too. Oh well, it is what it is. Personally, I enjoy the story that Khelds have as a blueside story.This was part of my problem. I tried for weeks to get a Blaster going that was pure range. With the forums help finally settled on Ice/Energy. But was not happy with it. I have a number of issues in looking for the perfect match. Guns are right out, I hate redraw. Plus, I still dont see my concept pulling a rifle. So very very petty. Arrows? Great if youre a greek god I guess, or some other medieval diety. Otherwise, a bow, really? oh, yeah, and redraw. I may look around at the pure Blasters again, and just see what power sets I love the most, and not take all the powers, then build for tankiness. That will probably be where I have to go. It will never be a fire/fire Blaster. But if I am happy playing it then I will have succeeded. And I'll have a cape!
PS, great suggestion about the Khelds. Unfortunately I have read HP Lovecraft, and the creator who came up with Khelds obviously had no idea that whatever they were looking at that inspired this storyline was in fact a rip off of ol' HP, and the entire storyline to me belongs redside rather than blueside. Like I said, I got issues. But seriously, squids? Am I the only gamer that has read gothic horror?
I don't look at it as a rip off of Lovecraft, so much as something with interesting parallels to his work. I read gothic horror a lot. In fact, I have to since I'm in a class about it right now. As an aside, I'm not sure that the squids were intended to be similar to Lovecraft in any way. I think it was more of a "what might an alien look like" thing than anything else.
You could simply not play the Kheld storyline on this character of course. Or you could take your Kheld redside. A lot of people do that to play the Nictus that should have been. -
That's the thing though, forms are never going to be good if you just sit in them and expect to perform as well as a complete character. Each form is just a part of your overall performance. The point of the slotting I'm suggesting is to do something like this:
1.) Open up the fight in Nova form by firing off your two AoEs.
2.) Shift to Dwarf and close to melee using the teleport. Fire off Dwarf Flare/Dwarf Mire.
3.) Drop to Human to fire off Solar Flare/Sunless Mire and mop up.
4.) Repeat at next spawn.
Since you never use the Dwarf or Nova ST attacks with this sort of playstyle, there is no reason to slot them as anything other than set mules. If you get into trouble and see your hp start to go down, you can use any number of tools available to you. That includes shifting to Dwarf form and using Sublimation/Dwarf Drain. IMO, this is the way that a tri-form is designed to be played. All three forms are supposed to be used each fight. And if you are in Nova or Dwarf for longer than it takes to use the powers they have, something is wrong. Therefore, the single biggest buff to Kheldians would be reduced animation times for forms which are supposedly in the pipeline.
Your proposal would mean that a tri-form build would have to sacrifice either set bonuses or enhancement values in exchange for some extra slots that aren't really quite that high in demand anyway. Kheldian utility powers look seriously underslotted at first, but most of Human form's tools are fairly effective on a small number of slots. All that needs fully slotted in Human is the attacks that aren't replaced by form attacks - mostly the single target attacks and the pet. Eclipse and Light Form both only require about 4 total slots (including the default slot) to be effective. Stygian Circle and, to a lesser extent, Reform Essence are good with 1 or 2 slots. Conserve Energy is good with, again, 1 or 2 slots.
Really I think the animation times are the only thing holding tri-form back in comparison to Human only. Lack of defense is something I would consider a trade off for access to the versatility in a tri-form build. -
While I agree Human form would gain more from this change than tri-forms, I won't go so far to say that tri-forms don't gain anything. The 10-15% from team members would go a long way toward augmenting set bonuses. It might not make it easy to softcap, but it would make it much easier to get the next best thing: 32.5%. I suppose it might negatively impact the early game though, so what if rather than replace the Resistance bonus it was just added to the Resistance bonus? That way each nearby Tanker, for example, would give a WS 10% Resistance and 5% Defense. That would help survival in the early game (where Khelds are noticeably squishy) and help the broader playerbase while still benefiting high end builds. I'm not sure whether or not it would be too strong a buff to the inherent though.
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oreso, I really think you're thinking of the forms the wrong way. There's no reason to slot all the powers in either form. Only the ones you want to use. For Nova, slot the AoEs and use them in place of the Human AoEs. Leave the ST Nova attacks with only the default slot and don't use them. With Dwarf, use the attacks as set mules or give them the same treatment as Nova's ST blasts. The heal from White Dwarf or the mire from Black Dwarf is worth slotting and using. My PB will be slotting and using White Dwarf's PBAoE as well. The best part? White Dwarf's heal doesn't even require that many slots to be powerful as it is. With two slots (the default and one added), my build has it recharging in less than 20 seconds and healing 80+%.
After spending time yesterday to make a build for my PB I really do think that having the forms be slotted the way you are suggesting would be more of a debuff than a buff. -
Well yes, but they can then leave melee to continue attacking at range. Warshade AoE damage in human form (and ST damage to a lesser extent) hinges a good deal on Orbiting Death - and all of their self buffs require enemie targets and function as PBAoE attacks. Peacebringers, by comparison, have self buffs that require no enemy target and can be used at range. They have melee attacks that are high damage and should be used, but they can retreat after using them. I just expect a Peacebringer to feel more like a Blaster than a Warshade would.
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I have far less math to support my statement, but I'll add what I know about Brute DPS.
From everything I've heard Kinetic Melee is not very good on a Brute. I'd avoid it.
Stone Melee is certainly a contender, but it lacks a -Res debuff.
I think Street Justice, with it's debuffs and combo mechanic, would provide the highest DPS. However, I'm not really sure how the combo bonus damage works. That means I have no idea how Fury mechanically interacts with the bonus damage. IIRC that damage is not enhanceable. That being the case, I would expect it to be a flat amount of damage that is added to the attack and would bypass the occasional problem of being up against the damage cap (not terribly common, but with inspirations, Combat Readiness, and full Fury certainly possible).
I'm pretty sure Dark Melee has a surprisingly effective ST attack chain as well on high end builds but for the life of me I can't remember what it is.
Super Strength without Gloom, I expect, would need a huge amount of global recharge to be the best ST DPS. The combination of SS/Fire/Soul is insanely powerful mainly for AoE damage and can probably be surpassed in the ST department. A SJ/Fire/Soul, for example, would sacrifice some AoE damage potential for more powerful ST damage. -
I don't have access to Mids atm, but assuming you use the standard choices from your powersets I have some thoughts.
Alpha: Cardiac is almost certainly the best, unless you have some issues with your recharge. I don't know much about the new ones though, one of those might be good for you as well. I'm pretty sure one of them boosts resistance as it's primary value. That might be good for /Fire but I'm not sure how much of a return you'd see from that.
Judgement: Void. Ion has a better target cap but at the rate you'll be putting out AoE damage that shouldn't matter. Void gives you -Dmg on your enemies which will stack nicely with the high resistance values of /Fire.
Destiny: You could go Barrier. The +resist part won't help much but +def sure will. It will also stack with the -ToHit from Soul's toggle if you use that. You could maybe look at Clarion or Incandescant to help the league out. I haven't seen Incandescant used much, so I'm not sure if it's really good and people don't know that yet, or if it is just too situational. Clarion would help in the escape phase of BAF and the fight against the Avatar of Hamidon since confuse effects are rarely resisted by things that aren't Clarion and usually there aren't enough Leadership toggles on the league to negate the confusion entirely. Clarion would also help you against the UG trial's Olympian Guards, which have a very high mag stun. I've seen that stun take out a lot of melee toons that got too far from the league.
Interface: I would take Spectral or Preemptive in all honesty. So many people have Reactive that some non-Reactive DoT would help out. The DoT caps at 8 applications from the same interface. Spectral has the benefit of thematically matching Void and Soul Mastery. Preemptive doesn't make a lot of thematic sense but it does have an arguably more useful secondary effect than Spectral.
Lore: Numerically, Cimeorans or Warworks are the best for single target damage. Seers have the best support pet, which might be more useful on your character anyway. Longbow have a ton of -regen from the Cataphract, and I've heard that Storm Elementals are great at AoE damage but I haven't really seen that personally so YMMV. Really, you can't go wrong with Lore pets anyway. -
I would just leave the slot empty and not put them on your power tray. Though, you could put the Force Feedback proc in Kick so that you have a small chance of saving your recharge with it. Assuming that you are worried about your recharge being debuffed to the point that you won't have any other attacks up.
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The only reason I suggested a PB rather than either or is because the WS has so many powers that require you to be in melee. Of course, you could teleport like crazy during combat and look pretty awesome while you did it. So that's still an option.
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Quote:Almost all Scrapper builds will have softcapped defenses with nothing but Shadow Meld and set bonuses active, since Shadow Meld gives such a huge bonus to defense. Softcapped defenses are pretty much the number one thing people go for to increase survival. Shadow Meld gives you time to click a few inspirations and be fully operational even if the crash occurs mid-fight. It can also be used as an alpha absorber the rest of the time anyway, since it can be made to recharge fairly quickly.Hibernate will detoggle with the crash, and Shadow Meld is hardly a panacea for survival.
The Hibernate detoggling is an oversight on my part since I forgot to mention that you have to click a blue inspiration at the proper time. Clicking it just as you crash prevents the detoggle, and I used to use that technique on my /Invuln Scrapper. It is perhaps easier to hit the blue and Hibernate just after the crash, but that does leave you vulnerable for an instant as you actually go through the process. If you are prone to lag, I would suggest against the Hibernate option. -
Quote:IIRC the DE quartz thing gives them so much ToHit that no matter how much defense you have, it won't help much. They need to be destroyed and it's not hard to watch for them, especially when your survival depends on defense.Actually,there could be a number of times where having ultra high levels of defense,way beyond the softcap,would help. Think nemesis and multi stacked vengeances,devouring earth and their quartzs,all those nasty enemy factions with strong defense debuffs.......90% of the times that a defense based melee character runs into them at high difficulty settings,he gets crushed. All that defense seems wasted,and for the majority of situations it is,but if he wants to have it and can spare the powers and the slots i'd say it's not so bad an idea.
Nemesis would be more problematic, but I suppose some excess defense could help. Another thing worth noting is that for them to have stacked vengeances multiple enemies in the spawn must already be dead. So the "kill them first" idea is already coming into play by that point.
I'm simply arguing that 69% would be sufficient for the most part since in normal content SR has so much DDR that you should never be taken below the softcap and should be able to handle enemies with ToHit buffs either with targetting binds to take out the source or by simply killing quickly which isn't typically a problem. I could see how maybe 80% or so would bring additional benefit in Incarnate content, but you'll have a lot of buffs on those normally anyway. -
IIRC, it has been explicitly stated either in game or in a Q&A that Kheldians are genderless. I know this thread is pretty old, but I'm bored and combing through the boards. So sue me.
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From what I've been seeing, a lot of threads on the boards come up with fairly complex ways to "fix" Kheldians. Particularly tri-formers. I got to thinking about it last night while I was busy not getting enough sleep, and came up with a seemingly simple answer. What if the Kheldian inherent buffed Defense instead of Resistance? This would allow tri-form builds to more reasonably acquire Defense despite lack of access to toggles and would remove the redundancy between the inherent and Light Form/Eclipse.
If I'm simply suggesting something that's come up before, then I apologize. I am fairly new to the Kheldian boards since prior to i21 I rarely played either Kheldian AT. -
Quote:Is anyone else amused by this?First, Fury checks to see what's around you so it knows how to modify the gain rate for various mob classes - you should get more Fury attacking a boss than a minion, for example. Note that since this has a 10' radius and notifies enemies, it will effectively break stealth.
Mob: I feel a presence..and it's angry.
Brute: *punch* -
Quote:I agree with this, mostly because of the limited benefit damage buffs bring to a Brute with high amounts of Fury. Though, Super Strength certainly seems to be a powerhouse on Brutes. I shudder to think of the power it would have on a Scrapper.I'd say...
Brute likes Fiery Melee, Claws, Katana and Spines*.
Scrapper likes Super Strength*, Dark Melee, Kinetic Melee and Electrical Melee.
Brutes like damage-over-time additions more than Scrappers do, because fury works on these, while critical doesn't. They also like sets with good fast-hitting attacks for building fury, and they have fine numbers for Claws.
Scrappers like large damage buffs along the lines of Rage, Soul Drain and Power Siphon, and also enjoy pseudo-pet attacks like Lightning Rod.
*: These sets aren't available here... yet.
Quote:If we're going by the humbers Brutes damage can exceed Scrappers in almost every primary they share, the exception is Claws where damage is identical to Scrappers.
http://boards.cityofheroes.com/showthread.php?t=132894
IMO, there is wider gap to be examined in secondary sets than in primaries. Regeneration being an extreme example of one that is better on Scrappers. -
I know you don't want an SoA, but have you considered a human-only Peacebringer?
With the changes in i21 you could essentially be a lower damage energy/energy blaster that has mag 3 mez protection and 85% resist to all but psi with minimal investment. More expensive builds stack a healthy amount of defense on top of that, with some sitting at the softcap. You could also take the forms while leveling up for some additional options. -
First of all, I would say pets are only useless on trials when you still have the low tier Interface and Destiny powers and don't have the level shifts. I don't personally have an MM at 50, but I've been on trials with a lot of successful MMs.
Second of all, don't forget that i22 is bringing the solo/small team version of Incarnate content. So even if trials don't pan out for your MM, you'll have something else to do. -
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Quote:That's beyond overkill in def. There is no situation in the game where that helps you more than having about 69% def would. Which you have without Elude. You don't need Elude at all and can lower your non-Elude numbers some.nice but not really worried about it. was wondering if i could get it to last longer for the longer fights. as i tend to only use it for the bigger fights when i get mobbed, soloing 4/6.
without elude:
88.62% Ranged
82.97% Melee
90.49% AOE
with Elude:
156.88% Ranged
151.23% Melee
158.75% AOE
i know its a little overkill in def but he tends to tank.
Back to the more general question of alleviating Unstoppable's crash it's much more effective to just take Hibernate or Shadow Meld and use that right before the crash if you are a Scrapper. If not, then use EotM or inspirations. -
I'm on my iPad atm, but I'll give what advice I can from just looking at the build summary.
First, let's talk about your set bonuses. +20% Damage might seem impressive, and is actually pretty decent. However, you don't seem to have much in the way of Defense bonuses. I'm not sure if you know about the Defense softcap, but I'll assume you do not since you said you have little experience with IOs. There are better guides elsewhere to the softcap and why it works the way it does, but what you need to know is that 45% Defense will reduce your chance of getting hit to 5%. Therefore, what you want to do is get yourself some good defense bonuses to go along with your pool power toggles. Since price isn't an issue, you should be able to softcap at least S/L and possibly E/N. Those are the most beneficial types to softcap since they will work against most attacks in the game.
You've selected some odd sets as well. You used a lot of PvP IOs which are really not needed. Replace them with the normal high level sets. The unique from Gladiator's Armor that gives +Def is useful, but that's the only PvP IO I would keep. Slot some more Kinetic Combats, put a few Luck of the Gambler +Recharge IOs in there, and add a Kismet +Accuracy (which actually buffs ToHit and is significantly more useful than a lot of people recognize).
Next, let's look at slotting. Some powers are greatly overslotted while a lot of others need some love. Weave and Shin Breaker are good examples. Weave needs some endurance reduction and could do with an extra defense IO. Shin Breaker is just slotted wrong in general. It is an attack that happens to have a debuff, not a debuff that deals damage. You should slot it as an attack. It is one of the heavy hitters in SJ. Heavy Blow is underslotted too. Make sure to keep an eye on your enhancement values. Set bonuses don't do any good if you can't use the power.
That brings me to power selection. Leaving aside the order you choose them in, you could get rid of some. Initial Strike is a good example of one you won't need. It does next to nothing and you have three other combo builders with Heavy Blow, Rib Cracker, and Shin Breaker. Therefore Initial Strike should either be a set mule and not be on your tray or just not be selected.
After you finish making changes click view totals and make sure all of your Resistance and Defense toggles are on. If your Resistance numbers aren't close to 75% and/or your S/L/E/N Defense numbers aren't all at least 32.5% you aren't done.
I hope none of this comes off as patronizing, I certainly don't mean for it to. I'm just trying to give you an idea of what changes to make while I can't actually load up Mids and show you. That's a difficult thing to do. -
Fight off Rikti Invasions to get Elusive Mind, buy a Vanguard Psi Shield temp power, and/or get Eye of the Magus. Even use the Wedding Band if you have to. All of those are significantly more effective at closing the psi hole than any set bonuses will be and can be activated reactively when you start taking hits. I have all 4 options on my /Invuln but really only ever have to use EotM since it typically recharges by the next time I need it.
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You may or may not know this already, but you can actually break components down into shards as well. I used Vanguard Merits for several Grai Matters when I was getting my Alpha slot abilities and broke them down into shards for crafting other components.
What has your problem been getting on Incarnate Trials? If it's your personal schedule, then i22 will be a huge benefit to you with the solo Incarnate path being created in the revamped Dark Astoria. If you haven't seen any being formed, you may need to update your global channels since the main ones might be different for your server now. You might also consider trying out another server, now that we get free transfers each month. I personally play on Guardian, and there are typically trials running every time I log on. They are easy enough to start too by broadcasting in the appropriate channels. You'll usually get at least one person who is willing to take the lead from you if you get a league formed up. -
In a more general sense, I find myself wondering why you are trying to get perma Hasten on a Kat/Electric at all. I'm sure it could have some attack chain benefits, but I really don't see a need for it. With a decent amount of global recharge and Lightning Reflexes your attacks should come back pretty quick.
I would put way more emphasis on getting defense to increase your survival. Positional defense is the way to go since Divine Avalanche gives you a ton of melee defense. Set bonuses can top it off and take care of the Ranged. AoE should be your lowest priority, since enemies most often use Melee (PBAoE are flagged as Melee) or ST Ranged attacks.
Recharge isn't as useful for your build, IMO, as defense. Were I building a Kat/Electric, I probably wouldn't even have Hasten. -
I wouldn't bother using Spectral for stopping runners. The immob has a fairly low chance to fire even at T4. You're probably better off just picking up Provoke from the Presence pool or Confront from your primary. Or just hitting them with a ranged power since runners are almost dead most of the time anyway.
If you want something to help tank for teams when there isn't a real tank (or when they suck) then you want the one that does -ToHit (Diamagnetic?) since that will help you and everyone else avoid getting hit. Void Judgement's -Dmg tree is also pretty useful for teaming and AV soloing. However, Vorpal's +Def tree is interesting if you don't have DDR since you could avoid cascading defense failure by kicking everything in the face. At the same time.