Vauluur

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  1. Well I would suggest pairing something with minimal redraw because of the Momentum mechanic of Titan Weapons.

    In practice a number of secondaries would work. Invuln, Willpower, Electric, and Energy are all excellent possibilities. I'll try to outline the basic strengths of them for you in this post, but please don't think of this as the end all of Titan/? posts. I have little experience with Titan and none with any of the sets I'm going to discuss (except /Invuln which is my main's secondary).

    Mixed Protection:

    These sets provide a combination of Defense, Resistance, and Regen/HP/Heals to give you what is commonly referred to as "layered defense". This means that these sets give you various survival tools to use. They include Invulnerability and Willpower.

    Willpower provides primarily +Regen, with a decent amount of Defense and Resistance. Typically, Willpower's weakness is alpha strikes. Defensive Sweep from Titan Weapons would add little to this set IMO as the Defense from Willpower is typed. That means you would be gaining Smashing defense, but a high end IO build would be aiming for 45% (the softcap) to S/L/E (and usually ends up with 45% to N as well). Willpower also has the benefit of not really needing click powers which means no redraw. However, Willpower has less resistance to defense debuffs than Invulnerability does. That means you will be taking more hits, and counting on Regen from Rise to the Challenge to deal with that. In extreme situations, this may be a problem since Regen can also be debuffed. That won't be noticeable in normal play though.

    Invulnerability provides a mix of Defense and Resistance, while offering a powerful heal/+HP power in Dull Pain. A well built Invulnerability Scrapper will easily be softcapped to S/L/E/N in normal content and have a much better start towards the Incarnate softcap in trials. They will also have capped S/L resistance which will deal with a lot of the damage that makes it through your Defense. Dull Pain can be up whenever you need it and means you'll effectively have capped HP at high levels. Invulnerability's only real weakness is the lack of protection from psionic attacks which can be covered using a combination of IOs, temporary powers, and accolades. Invulnerability is something of a late bloomer though in comparison to Willpower, IMO it's worth it but YMMV.

    Resistance:

    A Resistance-based armor set lacks native Defense, but arguably gains more from an IO build. Electric Armor fits into this category for you.

    Electric Armor will have very high Resistance, meaning you'll take less damage. IO sets will allow you to get Defense to lower the number of hits you take (to a theoretical minimum of 5% of incoming attacks, due to the softcap). You should aim to get positional defense because you will always have one application of Defensive Sweep (which you should take for this set, unlike Invuln or Willpower) to give you a good bit of Melee Defense. With careful selection of IO sets it should be possible to reach M/R softcap I think. It's also worth noting that Electric Armor has a damage aura, which would make your AoE damage even more insane and help DPS when you are regaining Momentum.

    Defense:

    Energy Armor is your Defense set. It would allow you to reach the softcap very easily, and let you use IOs to slot for other bonuses. I know very little about the set beyond that, but the lack of Resistance shouldn't be as much of a problem as you seem to think it will be.


    Really any secondary should work for you, some will just be harder to level than the others. For example, a Titan/Regen would be frustrating to level but would be an effective character at high levels. I suggest you pick your powerset for concept, and worry about synergy afterwards.
  2. Thanks for the responses! I am thinking the character will work out. Sonic might be ideal for melee henchmen, but most of the set works pretty well with Bots. I'm not too worried about the defense numbers for the Bots. Leveling, they should do fine with the enhanced resists from Sonic and I plan on having Diamagnetic Interface and Barrier Destiny in the end game. Besides, they have more defense than a Demons/Thermal and those seem to do well.

    Liquefy seems great, but it looks like it has a really long recharge. I doubt I can have it every spawn. Though, with careful application of Sonic Siphon I shouldn't have enough enemies living long enough that it matters in most spawns.

    IIRC fly protection is what the game uses to do -fly, in that it blocks flight powers from lifting you into the air. If that's correct, it makes Liquefy even more attractive.

    I'll put a build together sometime soon, with MW3 being out now that might be in a few days though
  3. I actually like the idea of Essence Mastery, it would allow the Khelds to perform better as a team-based AT IMO. I'm not sure it needs to be exclusive with the forms though, since you wouldn't be able to trigger those powers in a form anyway. It would actually make tri-form more appealing to me if some of these powers existed, since you could buff/debuff in human form, tank in Dwarf, and deal damage in Nova.
  4. With a high level Incarnate build, you'll get better mileage out of permanent Call Reinforcements. It summons two pets, giving twice the added chances for your Interface to trigger. This translates to more debuffing and/or more DoT in the end game. Really, it's probably better than patron pets all around. I'm on an iPad atm so I can't comment on your build as a whole, but that's just my observation for you.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Another useful trick if you prefer running trials is to convert Astral merits to shards. As you say Notices are easier to get than thread based rare/very rare components but if you don't want to run TFs to get the other shards/components you need runnign trials and converting your astral merits is a practical solution.
    This is how I got all of my level shifts quickly. On Guardian (not sure how it is elsewhere), trials seem to be forming up every day. TFs are something you sort of have to start up on your own. There are occasionally days when there are no trials and a ton of TFs of course, but I find trials work quickly enough there.
  6. Without seeing your build:

    Alpha: Spiritual. It buffs recharge and healing.

    Interface: Pick one that deals some type of DoT. Degenerative might be fun, haven't seen the numbers on it yet though.

    Judgement: Pick whatever fits your concept, these are all useful.

    Destiny: Probably Barrier Core or Rebirth Radial. The others won't be too useful for you.

    Lore: Whatever fits your concept. Romans if you only care about ST damage numbers.
  7. Vauluur

    New Archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    I disagree it would be a tankmage. I think in order to balance the idea, the damage would have to be piss poor without the benefit of debuffs to compensate. That screams an AT that will take more time to take out a mob than I am interested in. That is why I would rather have the devs work on something a little more interesting than a big burly pew pew pewer.

    As far as the concept thing goes, I think the easiest path to disapointment is expecting the game to conform to your concept. It is much less frustrating if you build a concept out of tools that are already available in game. If the game at some point adds something that fits your concept even better, how cool is that?
    This. I was going to type out another response of my own, but this.
  8. Hello Masterminds! My altitis has been getting the best of me lately, and another concept character will soon be created. This one, as you might have guessed, will be a Bots/Sonic MM. Barring any outcries of "NOOOOO IT'S T3H SUX!" from the forums. I'm following my general strategy of envisioning the character both in leveling and endgame contexts as I try to think up a build. Which leads me into my questions.

    1.) Will the resistance from sonic layering with the Protector Bot's defense shields be as good as I think it will be? It seems like having high resistance, decent defense, and heals will make the pets pretty tough.

    2.) I seem to recall reading that the Protector Bots will apply stacking shields to the pets, but only one to you (the MM). Is this correct? Also, what is the value of that shield?

    3.) At higher levels, I'm thinking of having the two Pulse Rifle ST attacks for AV fights. I would take Mace Mastery to occupy my time in normal battles with control powers and Mace Beam Volley. Also, Scorpion Shield. Is this a viable decision, or should I consider other options?

    4.) The Disruption Field (I think it's called) in Sonic requires an ally. Solo, I was thinking it could be placed on the Assault Bot and I could use the Go To command to send him into a spawn to debuff them. Will that work? Obviously on a team I can just put it on the main tank.

    5.) Is there something else I should know before starting this particular combo?
  9. Vauluur

    New Archtype

    Alright, here's a bit more civil of a response from my thoughts.

    First of all, the OP says that there are too many "gimmicks" in the ranged damage ATs. Then goes on to list things he perceives as a gimmick. Positioning, Domination, and support sets. Positioning is an inherent necessity for using ranged attacks, or any attack really. Needing to position your attacks hardly counts as a gimmick. Domination is not a gimmick. It is an inherent power that allows the character to perform better. In your view, are critical hits a gimmick? Scourge? Fury? Support sets you seem to dislike only because they are based around teaming. With the exception of Empathy, they are all just as useful solo. And a great many concepts can be achieved visually and mechanically with that are a match for what you are looking for. That's without even including VEATs and (arguably to a lesser extent) Khelds.

    Now that that is out of the way, a Ranged/Armor AT would not offer the playstyle you are looking for. With the exception of a very few enemy groups, the enemies of this game focus mostly on melee damage. Solo, you would attack once and then be standing in melee anyway without the ability to slow, knockback, control, or otherwise maintain distance from your enemies. Thus, you would have to position yourself which is, in your view, an unacceptable gimmick. Not only that, but for this new AT to avoid stepping on the toes of existing ATs it would have to deal something like Defender level damage. Of course, there would then be no reason to bring this AT on a team over the existing ones.

    A Melee/Support AT is somewhat more viable, but then you have to worry still about where that AT stands in comparison to the existing ranged support ATs.

    Honestly, I believe the game has reached a point (and reached it long ago) where a new standard AT is not needed and is generally not a good idea. A better plan would be to implement new powersets, which the devs have obviously opted to do. With any luck, we will see such things as Natural-themed powersets for Dominators, Controllers, and Blasters. All of those ATs are somewhat lacking in the Natural concept. To put it more simply, there are a wider array of concepts that can't be created at all because powersets do not yet exist for that concept than concepts that can't be created because an AT doesn't yet exist for it. It's easy enough to follow the work arounds for concepts that have been offered in this thread that a new AT would fill. It's much harder to make a Natural Dominator.
  10. Vauluur

    Kheldians 3.0

    Quote:
    Originally Posted by Ashlocke View Post
    Well, I've thought about what the Nova would look like if it was changed into this new "aura" graphics and what I was picturing was to do something like how the VEAT Crabs do it, you have a squid shaped aura which extends it's tentacles around you and the energy blasts come from the tentacles in much the same way that the Crab blasts come from the Crab legs on your back.

    I think that would look pretty darn spiffy actually now the more I think about it.

    I scoured Youtube looking through a ton of cartoons and anime to find something that looked like the effect I'm trying to describe for the Dwarf and Nova energy shaped Auras that surround the Kheldian, but I had no luck
    I have somewhere for you to look: Blue King CoH Comics, the last few issues. Horus (Horace?) - the Peacebringer - has energry tentacles come from his back that serve as the origin point for some of his attacks. There is no image of Dwarf form in the comics, but I think just doing the current Dwarf image and making it more transparent would work fine.
  11. Quote:
    Originally Posted by Screwloose View Post
    Hi all

    Slow week for purple drops, just one and it was the Immobilise set.

    Did the Incarnate intro arc with a couple of friends for my Spines Dark Scrapper then again solo for my Bots Traps MM and Crab Spider. On my way to getting the Shards together for their first Alpha slot enh.

    Have to keep my ears open for the Trials now.

    It is probably small beer but I have marked all my level 50 toons down to do the SSA twice a week now, once for the Align Merit and once for the Astral Merit, and use the Astral Merit to get an extra Shard. Seems worth while to get each toon their initial Alpha enh, probably less worth while after that.

    I also found that my Vigilante Controller could do the SSA on Red and Blue side for an Astral Merit on each, not sure it is equal to being able to get the Hero/Villain Merits, but something to note down.

    Continuing to add IO sets to all my characters. Going to make my second build with Screwloose taking the Soul Mastery PPP which means I will need a whole new set of Enh before I can really take him out for a roll, but also means I get to keep the other build in case I feel like changing my mind.

    Hope you are all having fun.

    Regards, Screwloose
    “I am not young enough to know everything.”
    Well, IMO shards have become a waste of time. Running trials, you get Threads. And those can be used for any Incarnate power. You can even turn shards that you do have into Threads. As far as the Astral Merit goes, it can be turned into 20 Threads. But I wouldn't run an SSA for one. They drop like candy on trials, especially badge runs. You'll want to stick with Lambda and BAF until you get Alpha and either Lore or Judgement to T3. That way you'll be a level 50 +2. Keyes and the Underground are fairly difficult if you are only level 50 (how strange that sentence seems, times have changed).
  12. You'll want the Barrier destiny. MM pets gain very little from +Regen, and 45% isn't enough def on the trials. Unless you want to rely on team members to have Barrier, I'd pick it up yourself. With all your personal defense and Aid Self, you won't need another heal. Ageless is another potential option as it would give you better recharge and take away any and all endurance concerns.
  13. Vauluur

    I finally got it

    Quote:
    Originally Posted by Knowmad View Post
    Zombies should die fairly easily. But they should have a chance to get back up again and again. And the "rezzers" shouldn't prevent you from re-summoning the regular 1st gen zombies. Each rezzed zombie should have a chance to change sides and attack you or spread the vazhilok plague to friends and foes alike.

    Make zombies fearsome.

    Don't even get me started on all the cool things that could be done with the other primaries. Robots assembling themselves into Malta Titans, Mercs gaining buffs with each kill until they go all 5th column Super Soldier. Dying ninjas should grant other nearby Ninja group invis, speed boost, and foresight buffs, so that the last Ninja is the toughest to kill. The bruiser should be able to summon his own gang war, and Demons should be able to possess enemies with their attacks (confuse with a different graphic - red glowing eyes). Possessed enemies should be able to spread the effect potentially turning entire hordes into demon slaves.

    MMs have so much potential and none of what I described requires mucking about with their AI. Pets need to become far more dangerous to both their enemies and masters alike.
    These suggestions would turn the game to CoMMs. Not only because they all sound awesome, but because there would be no reason to play any other AT. Ever.
  14. Vauluur

    The future sets

    Quote:
    Originally Posted by Cobalt Azurean View Post
    I saw somethin' posted about this twice in one week over the last month, and I went to look at one specifically. It was the Blood of the Black Stream, and I was somewhat surprised I had never heard o' it. Then again, I wasn't the greatest redside player either, so that's why I wasn't wholly shocked by it. That aside, I asked this question on Facebook durin' a Freedom Friday session, and was told that this was mentioned durin' a recent UStream. The answer I also received was that it wasn't bein' looked at for development any time in the near future. Whether or not this means that some other AT could be in development, sure it's possible, but for sure BotBS is not.
    EATs were something the old dev team liked a lot. Incarnates, BotBS, and Coralax were supposed to be new EATs back in the day. BotBS and Coralax were replaced with the VEATs we have today and most likely cancelled. Incarnates became the system we now have in game, which is probably better for us as players anyway.

    The current dev team has made comments that suggest they like the way the EATs are tied to the game world, but also have no plans to add new ones. That's not to say that won't change at some point in the future.
  15. Vauluur

    The future sets

    Quote:
    Originally Posted by Kelticfury View Post
    Really? You gonna hit the baddies with your brain? Left and right hemisphere boxing gloves? Psychic armor makes sense though.
    There are already a handful of Psychic melee attacks in the game, it could happen. I think Willpower was kind of meant to be Psychic armor conceptually, but I could still see that happening as well.
  16. Vauluur

    New Archtype

    Quote:
    Originally Posted by Eldagore View Post
    Here is a list of ranged blast sets:

    Fire blast
    ice blast
    dark blast
    psi blast
    rad blast
    archery
    assault rifle
    beam rifle
    dual pistols
    electric blast
    sonic blast
    energy blast

    here is what you have offered me:
    Crab spider
    AT where 90%of primary or secondary is useless outside of a team
    Shapeshift mechanics where the high dmg output is saddled with a major survivability drawback, or vice versa. human form still gets mezzed and killed easily. Keybinds are needed for efficient play. not really a simple playstyle.
    high lvl IO build



    This is why i suggested this in the first place. you have offered me the same crappy conventional workarounds to my dilema that have been around for years. There are 12 blast powersets(outside of epic AT's) and the only way to play them is to either play a high risk blaster, or a team AT. I am looking for a ranged attack scrapper or brute, to put it simply.

    I have played your suggestions. They are fun in their own right. They are good AT's, I wouldnt change them. they are not what i am looking for. I want to make "Captain blasto" and not have to have giant legs coming out of his back, or turn into a space squid. I want to have a secondary that has more then 3 powers that do something for me solo. I do not want to rely on a lvl 50 IO build to achieve these goals.

    basically, i am fully aware of the conventional wisdom and I want something new that can achieve this goal out of the box without gimicks or drawbacks or the need for a high level Io build that draws from as many pool powers as possible and uses unconventional slotting and power picks as IO mules.
    So, you want an AT that is good at everything without much time or investment? I just don't see that happening.
  17. Quote:
    Originally Posted by Tulare View Post
    Another way to think about it to is this. SR has slow resistance (which is wonderful) and faster movement with Quickness. Inv has 2 "oh noes" buttons, Dull Pain as many have mentioned, but don't forget Unstoppable (yeah the crash is nasty).

    I have an Inv tanker and a SR scrapper. The SR can do insane things, but it really only takes a few bad rolls to wonder why I am in the hospital. That can happen with Inv, but you usually see it coming from Psi damage, so you can try and avoid/prepare for it.

    I like both advantages to be honest.

    Edit: I haven't had my tank in a trial yet, honestly haven't touched him much since IO sets came out (going to soon though), but on my SR in trials I find myself at 87%-ish a lot to all positions, at least once I was 153% to all. That being said, and depending on the members of the League, Inv is going to gain a lot more from buffs in trial, imo anyway.
    Invuln has slow resistance as well, and endurance drain resistance. It doesn't have faster movement though.

    For what it's worth, I wouldn't worry about getting the Incarnate soft cap on any character. With the buffs flying around my /Invuln Scrapper is almost always sitting at around 80% to S/L/E/N/F/C and has a lot of Resistance to the same stuff. Not to mention he is usually regenerating about 80 HPS and sometimes over twice that as he hits the Scrapper regen cap when a big group of Rebirths go off all at once. Seeing as you won't need 59% defense outside of situations like this and will have better numbers than a Scrapper anyway, it's not a big deal.
  18. Quote:
    Originally Posted by Obitus View Post
    Ok, so here's the in-game info: Screenshot

    There's good news and bad news. The bad news is that Storm Kick doesn't provide Psionic +DEF. The good news is that Storm Kick does provide typed DEF to Smash/Lethal/Energy/Negative/Fire/Cold.

    And incidentally, the very top of the short description does say, "Melee, Moderate DMG(Smash), Self +Defense(Melee, Ranged, AoE)," so it's understandable that Valuur would recall positional exclusivity.

    Anywho, because Storm Kick makes it much, much easier for you to cap out S/L/N/E DEF, it also indirectly makes it much easier to stack Psi DEF. So basically we're back where we started.
    That explains it, I haven't touched that character in over a month so my memory lapsed slightly. Glad to hear it's helpful for Invuln. That whole positional thing didn't really make much sense to me.
  19. Quote:
    Originally Posted by GATE-keeper View Post
    I never understood why they didn't do Pool Powers to begin with. It's only - what, 44 powers? (including Fitness) That's not even the equivalent of 5 powersets. When they did it the first time, they did every primary and secondary. That's gotta be dozens of powersets.
    Most of them all fit into the same basic system. Only a handful have alternate animations.

    It's my understanding that the way the game is programmed makes it difficult to allow customization of more than the primary and secondary. This may be because only those sets are locked in as part of your character and have a direct connection to it in character creation.

    The ability to customize Incarnate powers is probably less of a technical hurdle since they had to design the entire Incarnate system from the ground up anyway, and you never lose the Incarnate powers you gain. Thus, they also retain a permanent connection to your character.

    That's just my guess, take it for what it's worth. I expect that this is something they are going to do. However, we have no indication that it's currently a priority.
  20. Vauluur

    New Archtype

    Quote:
    Originally Posted by Hyperstrike View Post
    What you're looking for can be found in a Bubble defender or Corrupter.
    Or a Crab Spider. Or a Warshade, though they have to close to melee to buff up. Or a Blaster with a good IO build for that matter.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    My BS/DA chews through them pretty quick. I generally solo at +2or3/x5or6, and I fight a lot of Carnies (weak to my damage type).

    I have a damage aura too though, so that might make a difference. You won't be matching the kill speed of AoE heavier sets, but you'll go along at a decent clip.
    Something else that helps is temporary powers. I usually have a bunch of Hand Grenades that I use as an opener and then when everything stands back up they rush in and fall pretty quick to Whirling Sword and Slice.

    I also used to carry around Shivans, so if I got stuck for some reason I could pull one of those guys out. With that amount of extra damage I zipped through mobs. Typically if I had to pull out a Shivan it lasted the entire mission. With the advent of the Lore slot, this is no longer necessary, as I just use that instead.

    Of course, Judgement powers are nice too as they more or less wipe out all the minions in a spawn every few minutes.
  22. Vauluur

    Regen...?

    A number of threads already exist of a similar nature to this one. Two that contain a lot of /Regen information are:

    http://boards.cityofheroes.com/showthread.php?t=260718

    and

    http://boards.cityofheroes.com/showthread.php?t=277089


    That said, I will reply by saying that I largely agree with Uberguy. I'll take it a step further than him by saying that the reactive nature of Regen's survival tools makes its performance vary wildly from player to player. More than any other set, Regen requires an understanding of the game and the abilities of your opponents so that you can anticipate when you will need each power. Talk about Regen underperforming comes from the two extremes of the playerbase for the most part:

    1.) People who do not truly understand what they are doing and don't care enough to learn.

    2.) People (myself included) that are interested in making high-end IO builds that often reveal Regen isn't able to achieve the same level of insanity as some other sets. In actual gameplay situations, there aren't a lot of times where that matters. Just because we believe Regen performs slightly below other sets on paper (in loose approximations) doesn't mean it's a bad set. I think this a part of the problem with the public perception of Regen. People see some of the threads on the forums and don't fully understand the context of the discussion.

    To allow IH, at it's current strength, to be on all the time would make Regen way overpowered in situations where it is already good and do little to make it better in situations where it is bad. It doesn't matter if you are healing hundreds of hitpoints per second if you die in three seconds. IF Regen were to receive another buff beyond what it already has received, it would probably be more resistance. Possibly by having Resilience scale with your current hitpoints in a way similar to the passive resistance in SR. But I would say that's far from needed.
  23. Quote:
    Originally Posted by Obitus View Post
    Don't know from experience, but the patch notes seem to think not:
    Yeah, but "all defense" means melee, ranged, and AoE in some other descriptions too. For example, at least one of the Secondary Mutation powers.

    I swear that looking at in-game numbers before that was the case with Storm Kick and that made me roll a SD/MA instead of an Invuln. I suppose that could have been changed since I made that character though.
  24. Quote:
    Originally Posted by Kioshi View Post
    Haven't seem much talk about patron pets after I came back but now I remember that when they were more popular, there was quite a few Stalker players who liked the Spiderlings because there are 3 of them.

    Looking at CoD, the Coral pet has a good number of attacks, it's a pity they all have a 900 sec base rech.
    With the amount of recharge I'm usually building for though, it gets a lot more reasonable. Not saying it wouldn't be nice to see it lowered, but it's not as bad as it used to be.
  25. Quote:
    Originally Posted by Obitus View Post
    Don't have time to look over the build right now, but if you want to cover the psi hole, then just cover it with Psi DEF. With Storm Kick's DEF bonus, you ought to be able to soft-cap to Psi, on top of S/L/E/N, fairly easily.
    Doesn't Storm Kick only buff positional defense?