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Alright, thanks again.
That's kind of what I had figured, but just had to make sure. -
Talking about Heroic and Villainous missions here.
Recently I discovered that (I'm pretty sure..) you lose Heroic and Villainous missions if you switch to the opposite alignment.
My question is, are we able to pick these missions back up upon our return, or are they lost?
Would there be a way to keep them if so- perhaps dropping the mission beforehand?
Thanks. -
Quote:facepalm.I would highly suggest transfering to beta and testing out both destinies.
Very good point, hadn't even crossed my mind!
Quote:Though frankly, if you're talking about survivability on Trials, ehhh. There's not really much you can do, pets just die -horribly- on trials kind of regardless.
...
As for Lore. Honestly, my stance on core vs radial is that -I'm- pretty much some of the best support for my pets already, so I may as well go for more damage.
Probably not the answers you're looking for but that's what I went with on mine. Also used the Support Hybrid tree for added Defense
And yeah, I have about come to the same conclusion as you on Lore pets. I provide so much to them already, and can provide something to the DPS pets as well. Typically, I'm unable to protect my Lore pets, or am a farmer and want something that improves me *some* when every entity on the map could potentially be at the aggro cap and the DPS pets are useful for about 20 seconds before melting.
Quote:I've been thinking about what I'll do to my MMs once I get them up to incarnate content as of late. For Necro I'd suggest having a look at the Intuition Alpha, specifically Radial Paragon - if only it had Fear, it would be perfect
I had a similar toss-up between Rebirth and Barrier but came to the conclusion that the burst heal and extra regen (I wouldn't go +HP, personally) aren't as important when you and fluffy have Twlight Grasp, even the constant 5% Def and Res of Barrier would be pretty handy. Stack it with the unique pet procs and that's quite a decent boost for a debuff set.
When you consider -tohit from Darkest Night, they're currently (not incarnate) softcapped, and I feel the extra HP would be more useful than +RES, given the values, but I guess I'm gonna go check out em all out on beta. -
Did a little searching, but didn't find a lot of info on this topic.
Decided to finish incarnate stuff on my MM. Unlocked Lore/Destiny after a long period of inactivity. Now wondering what I should drop in the slots.
Necro/Dark as the title suggests, reasonable personal survivability, but the pets tend to die a lot when hits get through their defense (quite often actually)
Basically, I'm looking at Lore and Destiny options to improve the survivability of the pets.
I'm thinking of either Max HP Rebirth (10% extra HP for the first tier pets, for the last minute.. not too shabby) or Barrier, which provides res AND Def, but number-wise, not quite the level of survivability as the extra HP.
For Lore, I'm torn between having the improved damage pets (and for the full 5 mins- good for BAF, or even regular content given the /Dark support available to them) or going for the invincible support pets, with 50% up time, that provide 7.5% typed/5% pos def. Also was thinking of the Vanguard pet with 7.5% dmg Assault, and an extra Twilight Grasp (though with a 12s cooldown for 100 healing, this would be kind of meh)
Currently using Spiritual (would this improve the +Max HP from Rebirth? It does improve the up-front heal) Toxic dmg Interface and -DMG Judgement.
Salvage isn't really an issue, so I was considering of maybe building extra sets (such as more Lore pet options) but would prefer not to, if any of you can provide negative experiences for said pets/powers, or speak highly of any of them in particular compared to others.
Cheers! -
Quote:This is a good point.Doing the numbers, Water Blast is reasonably competitive now and will be rapidly outdistanced by essentially every blaster set in i24. They'll have to do something like remove the lockout period on Enhanced Water Jet to make it better.
As it stands, it seems pretty well balanced.
Similar to fire, but different cooldowns / animation times. Lockout should probably be removed from Water Jet. You will still need to use other attacks in the mean time to get it to that point.
It seems to do more Cold than Ice, for whatever that's worth. As far as "Sets with a heal" I don't think it'll overtake Dark in the long run, but it's got more AoE. -
An interesting solution might be to work around the existing "Interrupt" duration mechanic. Obviously that mechanic has lost it's point over time.
What if 40% interrupt duration removed the interrupt period and 80% gave you the ability to move while casting? Alternatively, to make Sniper sets more useful - what if 10% interrupt duration is translated into 2% tohit for the purpose of accessing this new mechanic.
Some secondaries and ATs would still benefit more, of course.
Also- Defiance. Defiance for sniper attacks is super low.
I'm hoping for Defiance 3.0 soon. Forget Blasters not being top DPS, they really don't have much else to offer to themselves or their team.
I'd be in love with Blasters again if they could always cast while running, maybe jack up the Endurance cost, maybe by giving them a toggle that costs end and reduces tohit, or something perhaps? -
Some people shoot for level 30ish IOs so they keep them when they exemplar, so you could start building as soon as 27 in that case.
I don't exemplar much, personally, so I mainly do my build at 50. Not to mention pre-50 IOs can be pretty expensive.
Play around with it in Mid's as you're working there. You'll likely need to do a respec anyway, and an incomplete build that relies on set IOs, may not be the best thing for finishing you up to 50. -
Quote:Sorry devs - but 0.5 end/sec was their idea of a high end cost in the first place??It was a permaable toggle when it was first introduced in VIP beta with a 0.5 end/sec.
I will be damned if I ever give my feedback in beta ever after that.
No wonder Hybrid is so godawful!!
And.. yeah.... "-200% regen is too high" : "okay nerf the entire set" comes to mind, granted that was only feedback from people who hadn't actually tested a thing. -
Quote:Trust me. There is no older set that wants the same treatment Bio is getting right now.I've played the set on Test. It looks good and works well...like WP but with different flavor and more choices. My biggest concern is that the newer sets get all the attention while the older sets need some luv.
Eventually, more sets will get some of the "unique" mechanics slapped into them. Bio is more of a test run than anything, I think.
We'll have to see how it turns out. -
Not 2 minutes into the video: "You can turn these off, I .. believe... " (You can.)
Forums: AH MAH GAD ITS SO UGLY FIX IT!! -
Didn't mean to hurt your feelings, sorry!
I'm just bitter because the Tanker version is way better.
I've got a couple of Ele/Ele brutes (two different servers, they have radically different builds at least!) and can verify their awesomeness. Electric Melee's not the king of ST or AoE as far as Brutes go, but it's a nice damage type, and has some absolutely awesome powers, such as Chain Induction (now that it's been fixed!) and Lightning Rod. Can build a decent ST attack chain with several quick animation powers, if you go the recharge route. Not a bad decision with /ElA. -
"inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage"
"inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage"
"inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage$$inspcombine restoration righteous_rage"
There's mine. Do such "/bind *" or "/macro texthere" before and you're good.
Had to dig around a bit to find them, the big insp one might have been a little long to fit in the in-game window. I don't remember how I solved that problem. I might have removed Restoration, and held on to them. -
Simple explanation, Musculature modifies base damage just like enhancements.
Bonus damage (Sets, Fury) ALSO work off of base damage.
In fact, Enhancements provide THE EXACT SAME BUFF as your global damage, it's just "per power" instead of total.
So, take a Tanker for example. If you're in a crowd and get Fulcrum Shift and you're global capped... your Damage enhancements are doing nothing. You could also argue that the BUFF did nothing, but it also did nothing for the last 100%.
Spiritual is almost never wasted, helps you get Perma Hasten, and often benefits survival as well.
For some ATs with HIGH base damage, say a Dominator, Musculature makes more sense.
But for me Musculature, on a Brute, just seems less and less important considering the lower base damage and plethora of +DMG, when you compare it to alternatives.
Yeah, it improves Incarnate power damage, but those are only a "decent" DPS add, at best. Mostly useful for their high DPA, and of course, AoE where applicable. Also debuff potential. Most of your damage, however, is still coming from your base character build, and Musculature just does not add up to as much damage as you'd think.
Oh yeah, 2/3 of it ignores ED - not too shabby - the other potion is basically diminished to nothing. Consider that with a lot of builds, you're still able to ED cap your DMG, but not the RECH or some other stats of your powers, you'll see you often get the full effect of them. -
Quote:I'd recommend SS over FM. FM for a Brute, really isn't that great.1st will be a fm/fa brute. I know fm has the single target damage for hard targets, and will be even better with burn. The addition of a damage aura, and burn will def boost the lack of AoE.
Plus, you're trying new things, right? Pair it up with a new set!
As for /Ele pretty much anything goes well with it. It's endurance efficient, it can fuel any primary without a lot of maintenance.
Katana and Claws are both pretty useful and fun IMO. -
Quote:It looks like it's called the ULTIMATE REGEN GUIDE to me, that seems appropriate.Dude, your guide, simply put, is the scrapper regen equivalent of a Purple'd out Warshade.
It is -NOT- a simple guide, it's just an instruction pamphlet for people with billlions of inf at 50. Why don't you call it that? Or just post it here where people can actually comment on it like they would any other guide?
Just because you're like most people and won't do it, doesn't mean that it's not a really great way to build Regeneration.
He goes pretty in-depth about the powers, as well, so just from an informational standpoint it's worth a read.
You can easily make /Regen unstoppable without a hefty pricetag, PVPs and Purples make it even better, though. The set bonuses were just made for it, they can be a luxury for other builds that need the def set bonuses (a lot of them) -
Quote:Nah, I actually editted out something else that was wrong :PHeh, yeah, Staff does a +Def. It does have some -Res secondary effects to some of its 'finishers', but I'm not sure it that is particularly relevant.
If you're using Form of the Body and Sky Splitter as your finisher, you get 10%/7.5% resistance to all.
Makes it an interesting choice for a defensive attack set, but for me I just don't think it justifies the drop in damage, but to each their own. -
Quote:That's about all I'd have to say.In terms of strong synergy, the sets I would say have some strong synergistic element with SR are Dark Melee: can stack -tohit with SR's defenses, has a self heal which SR lacks, and Staff: has +regen which is much weaker than Dark Melee's heal, but better than nothing, and has +enddiscount to power full power Staff AoE with all three SR toggles even when solo and even while leveling before strong invention builds.
Staff can additionally do a +RES buff, which would also be pretty beneficial.
Edit: I was wrong -
Quote:The PLANNED behavior for Interface in "Patch" or mock pets and auras is one attempt per 10 seconds per enemy.I think thats what I meant Uber. Maybe. I remember when Interface was broken as hell in rain powers etc, then tweaked?
Interface procs in damage powers, so for PBAOE damage auras it *should* run a check once every 10 sec, for each enemy that has the debuff (it's a DoT)
After they fixed it so that it didn't tick on every little bit of damage in those powers, it didn't work at all.. rather, I guess, it only ran the check on one enemy out of the entire AoE. Don't know if it's currently fixed.
Hope that helps, but can't speak on how Hybrid works in PBAOE damage toggles, as of yet. -
Worth noting Musculature is almost never worth taking.
Cardiac (End reduc, partial Resist) is worth mentioning, if you've already got a recharge-heavy build, you can worry less about end reduc. Usually I view it as kind of a cop-out but some builds really benefit more from that than any others. If you're Willpower, consider Vigor for much the same reason.
If you're Electric Armor or Energy Aura you might consider Spiritual - it improves your Regen rate, and the extra Recharge helps get your clicks up sooner. The recharge also means more damage. -
Quote:MM is trial by fire.Look, guys, I appreciate everthing thus far. I basically meant "what's least likely to get me killed while learning the game".
I'd recommend playing something simple like a Brute to 50, and learning from there.
Not a lot you can do to mess a Brute up, they're a high-damage tanky character.
Of course I would HIGHLY recommend you come back to the MM once you understand how everything works.
CoH is really just a matter of preference than "what will I not die by playing?" since you can probably get any build to not die, it may take effort on your part and expensive slotting, though.
Which brings me to another point - as your first character you may not be able to afford the expensive slotting you'd need to bring some of these builds up to the level people expect. But Bots/Traps is a good recommendation, capable of doing just about anything, and probably wouldn't be too hard to get to a workable state. But, if you don't mind, you can solo farm at 50 on a brute and build your MM a lot faster that way.
Bots reduce the regeneration rate of what they attack (enemies actually regenerate A LOT in CoH) so that means that it's just a simple grind to take a boss the rest of the way down. Traps also has -Regen.
plainguy also offers pretty good advice, even if he sounds like a jerk. Teaching you to fish would be the way to go for sure.
If you want some extra help in-game I'd be glad to assist you, I'll even farm you some levels if you desire so you can try out some more builds.
Also, I don't know if y our question about ranged attacks was answered - simple answer is it doesn't matter at all. MAYBE ranged attacks are in general weaker than melee? But there's no minimum range and they'll happily blast away with everything they've got. All range actually helps keeping them alive in some situations easier, as with some sets, running into melee range is suicide without outside intervention. But when you've got a high resistance, defense softcapped (effective cap) MM with a pack of zombies tanking, it's a fun experience. -
I agree with this. Though Empathy still has some awesome buffs that don't go un-noticed, in general, healing and more healing has become outdated.
I'd say it's on the honorable mention list along with but not necessarily higher priority than Devices.
Quote:I tend to feel this way about most of the sets people say outperform. I usually conclude that people want all sets to mature at equal speed. I don't think this needs to be the case. Or that people want all sets to have no flaws. I definitely don't agree with that. Or, I think people just don't play to the strengths and away from the inherent weakness of a set. If you insist on playing your SR just like an Invul, you're going to have problems. But I don't think the problem is the set at that point, but the player.
Generally, I have a problem with the sets that REALLY feel like they're balanced at an SO level, and IOs are just ignored on them. This can be good OR bad. In the case of Regeneration, I think it develops wonderfully, but definitely needs a little boost before that point, as most people are not going to purple/pvp out a character.
I think that sets also need to have flaws, that's part of the charm and early design for the game, but they need to be justified. TW's flaw is that it takes a lot of endurance - easily compensated for, and it's an insane set in the end. Perhaps it's perfectly balanced with SOs, as a result.
I'm NOT asking for more TW, or crying for a nerf. But it would be nice if sets that have (probably unintended) flaws and no real benefit to justify them would get a little bit of a buff.
You like SR, and admit that it could use some help. I'm in the same boat. Though we may not agree on all of the specifics, we can agree that it could certainly use some love.
Edit: I also agree about Super Strength. I never really liked it, as it seems like you're just punching people. REALLY hard, granted. But there are (seemingly) abandoned cars everywhere, Gravity gets to throw them around..
Unfortunately since we already have StJ and Titan Weapons, I don't think we'll be getting "Titan Strength" anytime soon.
Other than the concept of the idea, not being very "super" I think it's good for now from a balance perspective. There are certainly other sets that need to be looked at beforehand.
And I think that's about all I have to say about those sets. We'll just have to agree to disagree on the specifics, as we each have a different opinion. -
All of them are good sets for their own reasons.
My personal favorite is Electric Armor, as it seems the more balanced, and has capped resistance to one of the most common non S/L damages.
You might also consider Energy Aura. It's got awesome Defense, some Resistance, and largely the same utility as Electric, with improvements.
The taunt aura also gives you +RECH for each nearby foe, not a small amount at max stacks.
No damage aura, though in truth the damage aura in itself isn't a HUGE damage add. (Granted they have the potential for amazing damage per cast time)
If you want a tanker, Ice Armor can also be pretty good, but it's not the offensive powerhouse that Fire is. -
Ah yeah ,I didn't see you also asked opinions on Hybrid.
It's kind of a weird slot man, hard to give recommendations.
If you find you could use a little extra survivability, you could go for one of the Melee slots, though the bonus regen might not be noticed, the resists should help quite a bit. Alternatively, Support if you want to help the team out in a pinch or the standard Assault (the damage add one, not damage buff, probably)
You might also consider a different Interface. Reactive is great, but it's also one of the most common picks. The debuffs (including DoT, last I checked) only stack 4x per target. Doesn't matter how many people have them, you'll get it to 4 stacks and.. that's it. If you're planning on soloing a lot, it's a great choice. But if you're going to be teaming, you could go with one of the more uncommon damage types, or even a debuff. The -ToHit helps survivability a touch, though you don't have a lot of AoE to apply it to a group, unfortunately. These effects are all not really noticeable on AVs, either, so that throws single-target usefulness out the window.
Basically Interface is one of the least useful slots and don't worry about building it before your shifts, and Judgement. :P -
Quote:I don't want a "complete overhaul" for the sets. I think the core ideas are fine, but they just need something extra. Maybe I understood the point of the topic, I can't say.Yet you're also saying SR needs work, and I find it incredibly strong. I suspect that it might in part be due to the same problem you identify with Regen. Some sets are just middle of the road, or worse on SOs. Many of those 'underperforming' sets become insanely good with a good build and IOs. And I'm not even talking about Incarnate stuff here. If you buff them for SOs, then they will likely overperform with a skillful build and lots of IOs.
But I don't want SR messed with (if anything, give a +regen boost and/or a end discount to the mez clicky sorta like Energize, but with no front-loaded heal). I'm not sure 2 Gun needs work, either (other than, please, for the love of all that is good, can we get some non-gunfu animations). 2Guns' versatility to me makes up for some of it's lack at the very high end.
...
trying to play them in a way that's not optimal for the set.
Compare SR to EA. Just do it. What separates SR from the rest of the powersets, other than it does the same thing as other powersets through MORE POWERS THAT DO THE SAME THING.
It's even worse on Tankers when you barely even have to slot to be softcapped. SR/MA Tank? .. ah ha ha.
But yes, SR and Regen suffer from a similar problem, though I don't PERSONALLY feel like SR gains a whole lot through IO slotting. If anything, SR is one of the top performers at an SO level and lowers in performance when the pricetag goes up and up.
My point is SR has not aged well. I've always thought, if the mechanic could be introduced, it should have the ability to decrease power animation times. THAT would make it amazing. I mean, you're a character that has such awesome reflexes that you dodge hails of bullets but you're just standing there side by side with this Stone behemoth that takes every hit and you attack at pretty much identical speeds. SR also needs an endurance reduction or a recovery power IMO.
It also sounds like you also feel it could use a bit of a boost. :P
As for dual pistols, the damage is right, but the animations are way too long. This means you have a lower damage-per-animation, which lowers your overall DPS. We have TWO GUNS give us the ability to prep another shot while we're spinning/backflipping/turning into THE MATRIX and then fire both of them at the same time, or something. Even if the set DID get improved damage, I just don't think I could play it. The animations are WAY too long no matter the level you're playing the set at.
And, for Staff Fighting, the set itself gives you +RECH so I can only assume it's built towards having recharge. I really can't think of a better way to slot it out, yet some of the attacks take a very long time to swing for the amount of damage they deal, recharge build or not. Now, if you could change *MORE* of the damage type you deal by using Staff Mastery, and not just a fraction of the hits, on some of the "Finisher" moves, the set would probably be awesome. You could easily justify a noticeable drop in damage with the ability to alter your overall damage type a bit. Even though Dual Pistols already has this ability, the animations are just *THAT* long.
* Eye of the Storm is 1/2 of the DPA&DPS addition that Spin is.
Quote:See, Rage may get SS closer to it's "top speed" quicker, to a point, but SS's top speed as a set may not stack up that good when other sets hit theirs. As it is, Hybrid Assault Core makes it a lot easier for other sets to hit their cap often, and already makes double stacking Rage largely redundant on a SS. Rage and double stacking it is only going to become less attractive as as time goes on and more +dam buffs are made available, which is probably why they've not been in a hurry to remove/prevent stacking.
I personally do not even like SS and know in much group content, there are sets that perform better, but I still think that it's fine for the time being. Instead of worrying about the set that most people regard as being "the best" we should probably work on sets that many people can agree are not performing adequately. -
Quote:I don't understand what your point is.If an Ill/Rad Controller could find a way to run Superior Invisibility and Choking Cloud at the same time pre-Incarnate powers, people would have figured this out too.
At 100% end reduction enhancement, both of those powers use .52 end per second, which is .02 more than Hybrid would have been.
I've been playing Rad forever and have had no trouble running Enervating Field, which is more expensive than Group Invisibility, along with RI and, etc. Granted they were only active for that long for AV fights.
Heck, running those *four* Toggles still gives you .7/s Recovery. I didn't even fully slot them.
You're going a little overboard if you're going to say "oh yeah well you need to also be able to use all of your other powers, and have perma hasten" because that's not the point.
With IOs, pre-incarnate, you could *easily* have done it by building for max endurance and recovery. Heck, you could have still perma'd AM, increasing your recovery even further.