munecaroon

Apprentice
  • Posts

    146
  • Joined

  1. Things that I usually do:
    • Stamina
    • Slot a Performance Shifter: Chance for +END if you have the slot and ~10M to spare
    • Slot click powers for END RED if you slot for -RECH
    • Slot toggles for about 25-50% END RED
    • Accolades: Atlas Medallion and Portal Jockey - together +10% End

    With invention IOs you can get very good results with some clever slotting, sometimes it's better to use the best of multiple sets instead of 1 complete set. Some ppl call this *frankenslotting*.

    Tanker secondaries that help with END management:
    • Elec Melee has a bit END drain in a few powers, very strong synergy with SD/ (can be turned into a AoE juggernaut)
    • Dark Melee has Dark Consumption (and a self heal in Siphon Life), very strong synergy with SD/ (more single target focused than SD/Elec but takes great advantage of big spawns)
  2. munecaroon

    New RWZ Challege

    Quote:
    Originally Posted by BlackBellatrix View Post
    However, with no built in -KB and one KB IO not being enough to stop the KD of a Pylon, I'd have to add in another one or two of those.
    2 (Two)
    8 pts KB prot is not enough.
    On my Fire/ tank had to put 3x 4pts KB prot ( 12 pts KB prot in total ) before I could stand toe-to-toe and take out Pylon with Burn etc. (couldn't pull it with Hover before ofc)

    (edit)
    If you built your scrappers exclusively for this challenge, maybe try */Fire armor on your next scrapper.
    Burn is very strong against pylons since they can't flee (not sure if Burn can crit but I think it "should" since it's nerfed so much in all other aspects but then it's a pseudo pet so maybe no crit).
    Probably DM/Fire for double heals and to-hit debuffs if you build for defense. But /Fire for sure if you want to do it very fast.
    DM/ has a immob move too so Burn may even work for you on mobs who normally flee (get Darkness epic too for tentacles to help make Burn better).
    my 2 infs
  3. Quote:
    Originally Posted by Call Me Awesome View Post
    You know, you can roll an Invuln and simply accentuate the sparkle and glow of the toggles with power customization. With an appropriate costume choice you could pull off a pretty good shiny, sparkling and glinting highlights look.

    Something for you to consider anyway, does the look have to be an overlay of the character or would having the character shine and sparkle work?
    The character model alone won't get close enough to what I have in mind. Even with Sparkles and stone. So yeah overlay is better, probably even have to use a +STEALTH IO to blend the toon itself a bit more with the crystal looks.
    IMO the crystal/cell looks from customized Rock Armor are pretty spot on.

    Besides I got a Invul/ tank already and wanted to make Stone/ now or Ice/, still undecided.
    In the end I'll probably make and play both up to around lv 32/33 at least.
  4. Quote:
    Originally Posted by LostHalo View Post
    Granite is a special problem. What it actually does is swap your character's model out for an NPC, specifically, the Devouring Earth's (wait for it....come on....stay on target....here it comes....it's almost....ready................) Granite. Due to the mechanics involved in that, BAB can't just outright modify the power to be customizable, hence why there is an informal poll he made with a thread under A&P General, since the power would have to change fairly dramatically to get any sort of customization.
    Yes I understand, like the Kheldian forms.
    Think I'll create AE custom critters and see how those look, then go from there, thanks again Halo.
  5. I too still can't re-create my toon (on Union), even deleted another toon but no go.
    Now I'd like to ask if we could expect to be granted a free server transfer ticket if one would create a toon on a less occupied server until the store is back.
  6. Made a Ice tank dummy to see what armor might look better.

    They're both not close to what a diamond looks like.
    Rock is too dull and Ice is too transparent, but with more shields added later I'd say Ice will probably win. I plan to add a sparkles aura after lv 30.
    So here's a quick comparison (ignore the actual costume, it's not set in stone, yet)



    Now there's one thing I noticed in the powers custom colour editor (for Stone Armor).
    That's when I check Granite, I can't seem to customize anything there on a new toon.
    Is it just me or will they add custom options for Granite at a later time maybe?
    If anyone with Granite hits the tailor and might give it a try, I'd be happy to know, thanks in advance.
    Yes, I'm a bit too crazy about the costume now lol

    What Legislate mentions makes me curious now, running all shields from Stone and then switch to Granite only for extreme fights. I kinda like this approach.

    LostHalo, you're jumping Rock video made my day. That's so super!
  7. I have this too, good to hear it's only a temp issue.
    Wanted to make a new toon and deleted my only villian on Union shard, but didn't get that slot back for a new toon.
  8. Sorrys for double post, but I think this deserves a new post

    In Mid's when I slot Winter's Gift: Slow Resistance (20%) it seems to counter Granite's speed and recharge debuff by a good chunk. Is it true?

    edit:
    nvm, Granite was turned off when I turned Hover on. Just checked in game and detailed info says all of Granite's debuffs are unresistable.

    Toon is getting deleted, I'll try to go with Ice/ now. Thanks for the feedback so far.
    I want the "diamond armor" for the looks and Fly is a must have too.
    Granites debuffs (unresistable) are too much on top of the travel power denial.
  9. Thank you Awesome!

    Yes, that was what I expected: TP and nothing but TP .. lol
    That's where Lightning Rod would have come into play, but guess it's on a way too long timer and not enough range to be of any use on a good team.
    Granite, the restrictions will really bite me since I'm a damage and recharge freak.

    You say Hover, does that mean Hover allows to keep Rooted and/or Granite on?
    Or just to prevent falling between TP applications?
    I'd really like to have a flying stone - or diamond in this case - tank, but guess it's not going to happen, unless Hover does work wit Granite on.

    Thanks for the template, looks like an all-out Granite (respec?) build.


    LostHalo,
    first off thanks for the tip with 3-slotted Swift, never thought about that (only 1-slot on all my other toons, maybe have to look more into that now).

    I just opened Mid's and the -RECH from Granite totally wreck havoc on all other powers.
    Lightning Rod is now totally out of the equation for combat zapping.
    Was looking forward to a around 30 second timer with Hasten and global -RECH.

    Okay simple question:
    Is Stone playable without Granite at all? The other shields seem to work together, then adding Weave (and Tough) to work towards defense soft-cap.
    Reason I ask is because I really like to fly, especially on that toon. If Granite is a must-have, I might be better off with Ice/ and then try to get the looks right.
  10. Hi
    Started a new tanker Diamond Sky (Sky Rocker was taken) tonight without much planning ahead.
    Just thought it's a bit different mix: Stone Armor + Elec Melee
    We made it to level 10 after the usual Sewers and King's radio + Safguard missions.
    Any advise on the Stone/ part?
    So far I have:
    Stone: Rock Armor, Earth Embrace, Mud Pots and Rooted.
    Elec: Charged Brawl, Jacob's Ladder
    Fitness: Swift

    My toon will Fly, how should I best go (keybind wise) between Fly, Sprint and Rooted?
    What shields are required, I'm a bit confused what powers are exclusive to each other and what combination of shields would be good.
    I have Invul/, Fire/, Ice/, Dark/ and WP/ tanks, they're all somewhat straightforward (no travel limitations from mezz protection or shields that won't work together).
    What's the best thing to go for with Stone/ ?

    And is it possible to counter -DMG, -RECH and -Speed completely with IO set bonuses?

    Thanks in advance for any help.

    P.S. Alternatively I would reroll into Ice/Elec (my Ice/EM is not getting played anymore).
  11. Well, I posted my current and my proposed respec Claws/WP over here:
    http://boards.cityofheroes.com/showthread.php?t=192097

    The latter one would be AoE heavy (minus Shockwave).
    Maybe you can even build for a good ST attack chain and AoE.
    Since nobody did comment on it, I simply won't do it.

    Probably the entire scrapper business is dead or semi-dead (PvP aside), now that everyone's about large AoE.
    Most 360° scrapper AoEs* all have a very small radius 8', so that's *my* problem with scrapping now and probably won't roll any new scrapper.

    *Exceptions: FSC = 10', Spine Burst = 15', Lightning Rod = 20'


    edit:
    I just looked at your build (TEMP)
    You have decent (but not outstanding) typed defense.
    Also you use a lot sets to get up positional defense.
    This won't help, you have a lot overlapping here.

    Go for typed defense only.
    Yes, it's harder to get from set bonuses, but I tried both ways and except for ranged defense, positionals won't go quite as high as you could get typed (i.e. Defense Melee was 5-10% less than I could get S/L typed defense).
  12. My Claws/WP "Force Cat" is collecting dust.
    Current build is not focused on anything really:

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Force Cat Issue 15: Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    -----

    Now I want to do something about her and thought of 8-man setting maps and using mostly Spin and then Fire Ball on up to double-stacked Follow Up.
    Maybe Eviscerate too, when mobs are bunched in front of me (I don't like cones though).

    Basically just gonna use Follow Up, Spin, Fire Ball, Follow Up, Spin .. etc.
    No other single target attack other than Follow Up.
    Idea is to finish the majority of spawns and ignore/let trail behind what doesn't go down in a Fireball-Fireball(on next spawn) cycle.


    Here's the issues I have:
    I find it pretty hard to have high recharge and also high positional defense, mostly for Slash/Lethal.
    Biggest problem is lack of slots, the build I'm working on could easily use 3 more.


    What I'm asking now is if this could work at all before I start pouring even more inf into it.
    I'd like to *near* soft-cap at least S/L defense, HPs and have better recharge but nothing I've tried seems to work.
    Could a scrapper pro help me out? Please


    New build (WIP):

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Force Cat (respec - temp): Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1422;724;1448;HEX;|
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    Edit 1: Removed set "Reactive Armor" from HPT, added last 2 set IOs "Enfeebled Operation" to Ring of Fire
    Edit 2: Removed Invisibility, moved "LotG: +7,5% Recharge" to Stealth, added Strength of Will as a panic button / pseudo-tank mode
  13. munecaroon

    SD/DM or SS

    Here's the extra expensive version:

    Hasten + Super Speed (no Leaping)
    Assault
    PvP IO 3% DEF

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Smashing Sentinel - PvP DEF: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  14. munecaroon

    SD/DM or SS

    Here's my SD/SS/Pyre project.

    If I had 3 wishes, I'd:
    - get rid of the 2 PvP IOs if there'd be equivalent PvE IOs
    - get Super Speed
    - get Taunt

    Room for improvement:
    Incorporate PvP IO +3% DEF
    Work on better END/sec or better Recovery

    It's not completely tweaked yet ...


    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Smashing Sentinel: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Defense: Level 50
    • (3) Luck of the Gambler - Recharge Speed: Level 50
    • (11) Aegis - Resistance/Endurance: Level 50
    • (11) Aegis - Resistance/Recharge: Level 50
    • (15) Aegis - Resistance: Level 50
    Level 1: Jab
    • (A) Empty
    Level 2: Battle Agility
    • (A) Red Fortune - Defense/Endurance: Level 50
    • (9) Red Fortune - Defense/Recharge: Level 50
    • (9) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (13) Red Fortune - Defense: Level 50
    • (13) Red Fortune - Endurance: Level 50
    • (34) Luck of the Gambler - Recharge Speed: Level 50
    Level 4: Haymaker
    • (A) Hecatomb - Damage/Recharge: Level 50
    • (5) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (5) Hecatomb - Accuracy/Recharge: Level 50
    • (7) Hecatomb - Damage/Endurance: Level 50
    • (7) Hecatomb - Chance of Damage(Negative): Level 50
    Level 6: Active Defense
    • (A) HamiO:Cytoskeleton Exposure
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 10: Swift
    • (A) Run Speed IO: Level 50
    Level 12: Against All Odds
    • (A) Endurance Reduction IO: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Health
    • (A) Numina's Convalescence - Heal/Recharge: Level 50
    • (17) Numina's Convalescence - Heal: Level 50
    • (17) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (37) Miracle - +Recovery: Level 40
    Level 18: True Grit
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (19) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (19) Resist Damage IO: Level 50
    • (34) Healing IO: Level 50
    • (34) Healing IO: Level 50
    Level 20: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance: Level 50
    • (21) Mako's Bite - Damage/Endurance: Level 50
    • (21) Mako's Bite - Damage/Recharge: Level 50
    • (25) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 22: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (23) Performance Shifter - EndMod/Recharge: Level 50
    • (23) Performance Shifter - EndMod/Accuracy: Level 50
    • (43) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    • (43) Performance Shifter - Chance for +End: Level 50
    Level 24: Boxing
    • (A) Absolute Amazement - Stun/Recharge: Level 50
    • (43) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (46) Absolute Amazement - Accuracy/Recharge: Level 50
    • (46) Absolute Amazement - Endurance/Stun: Level 50
    • (50) Absolute Amazement - Chance for ToHit Debuff: Level 50
    Level 26: Shield Charge
    • (A) Obliteration - Damage: Level 50
    • (27) Obliteration - Accuracy/Recharge: Level 50
    • (27) Obliteration - Damage/Recharge: Level 50
    • (29) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (31) Obliteration - Chance for Smashing Damage: Level 50
    Level 28: Rage
    • (A) Recharge Reduction IO: Level 50
    • (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    • (37) Adjusted Targeting - Recharge: Level 50
    Level 30: Tough
    • (A) Titanium Coating - Resistance/Endurance: Level 50
    • (31) Aegis - Resistance/Endurance: Level 50
    • (31) Aegis - Resistance: Level 50
    Level 32: Weave
    • (A) Red Fortune - Defense/Endurance: Level 50
    • (33) Red Fortune - Defense/Recharge: Level 50
    • (33) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (33) Red Fortune - Defense: Level 50
    • (36) Red Fortune - Endurance: Level 50
    • (40) Luck of the Gambler - Recharge Speed: Level 50
    Level 35: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    Level 38: Foot Stomp
    • (A) Armageddon - Damage/Recharge: Level 50
    • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (39) Armageddon - Accuracy/Recharge: Level 50
    • (39) Armageddon - Damage/Endurance: Level 50
    • (40) Armageddon - Chance for Fire Damage: Level 50
    • (40) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
    Level 41: Char
    • (A) Devastation - Accuracy/Damage: Level 50
    • (42) Devastation - Damage/Endurance: Level 50
    • (42) Devastation - Damage/Recharge: Level 50
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 44: Fire Blast
    • (A) Apocalypse - Damage/Recharge: Level 50
    • (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (45) Apocalypse - Accuracy/Recharge: Level 50
    • (45) Apocalypse - Damage/Endurance: Level 50
    • (46) Apocalypse - Chance of Damage(Negative): Level 50
    Level 47: Fire Ball
    • (A) Ragnarok - Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Recharge: Level 50
    • (48) Ragnarok - Damage/Endurance: Level 50
    • (50) Ragnarok - Chance for Knockdown: Level 50
    • (50) Javelin Volley - Damage/Endurance/Recharge: Level 50
    Level 49: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Quickfoot - Endurance/RunSpeed: Level 50
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet



    Code:
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  15. For tankers please:
    Defense (Primary) / Offense (Secondary)
    Tank: WP/SS
    Brute: SS/WP

    No pun intended, but I'm a traditionalist


    Okay I have a question
    Have you tried Rage?
    Just asking, because Rage helps to hit stuff better - it's almost worth 1 ACC enhancement in every attack and 2x DMG enhancements (though it's not the same, you can still go for up to +90-95% damage enhancement slotted in your attacks, resulting in a much higher bonus in total).

    I think in general, fewer attacks do you much better instead of having all or almost all attacks slotted poorly.

    When you play, pay attention what attacks you stop using or use very little.
    Then ask yourself: Do I need this attack?
    Could it be better with more slots?
    Does it drain too much Endurance? -> slot less RECH and for more END RED
    Does the power do what you expect from it?

    I think it's a good idea to try all powers in a powerset if it's new to you, then you can decide what works for you.

    You have 24 power choices in total (you start with 2 of tham at Lv 1)
    If you take all 9 from Primary and all 9 from your Secondary, you only have 6 power choices for pool powers. And that's not much really ...

    In general your Primary (and Secondary) powersets have better numbers than similar pool powers.
    Mind over Body: 22,5% Resistance vs Smash/Lethal and Psi (unslotted)
    Tough: 15% Resistance vs Smash/Lethal (unslotted) ... and it cost even more END/sec
    Okay now you could say, why should I pick Tough when Mind over Body is better?
    If you keep them both running (and slotted for RES and a bit END RED), you get bonus to Smash/Lethal from both powers together (aka: bonuses stack).
    This is just an example, but for example Boxing or Kick (Fighting) or Air Superiority (Flight pool power) are weaker than your Secondary powerset attacks (but Air Superiority can bring flyers down, Boxing can stun Minions).

    I can strongly recommend the Fighting pool for most if not all tanks. For Tough you need 1 other power from Fighting, either Boxing or Kick.


    Also you have 2 builds for your toon.
    Your toon is still WP/SS for both builds, but you can have other pool powers or a different epic pool on your second build.
    Both builds got the same level, you just have to level your second build at a trainer when you select it the first time.
    And you need extra enhancements for the second build.
    Every build uses its own respec (trial, free-spec, recipe or veteran rewards).
    You can change your build at any trainer, it cost nothing to do but it has a timer to change back again.

    Why did I mention this?
    You could for example make a tank with Taunt, Tough (Fighting pool), better Regeneration .. fewer single attacks, but some maybe a stronger AoE power. This would be your team tank when you're going vs. +2, +3 critters and or big spawns.
    And your other build could be for PvP or when you play solo PvE or with just 1 or 2 friends.

    Okay this was just some general stuff and not a build. I don't have one for you sorrys
  16. Quote:
    Originally Posted by Ghost_Ripper View Post
    My ROA is doing 1k + where others I see are doing around 800-900.
    Bug in Mid's.
    It reads the chance for build up (+100% damage) on your Gaussian as a flat out bonus where it only goes off at a 5% chance (and hence should only apply 5% as the average damage bonus).
  17. Quote:
    Originally Posted by Ghost_Ripper View Post
    (snipped Mid's build data)

    This is a costly build, but it has almost 40% def to ranged, 16.7 on ROA recharge, almost perma Hasten. And WAY more damage than most I've seen here. My ROA is doing 1k + where others I see are doing around 800-900. My Blazing Arrow is doing 770ish dmg, that's more than some people's Ranged Shot. All my other attacks are doing huge damage as well. Finally, if all that wasn't good enough, I have almost 50% Resist to S/L before Force of Nature is turned on, capped when it's on.
    How is it going without Health/Stamina?
    I was toying with the Fighting pool as well (and full Numina's in Drain Psyche).
    I rarely get into melee range though, so only fire DP once every so often.
    Tried a lot with Shockwave but Lt's and bosses still getting hits on me.
    Basically I don't want to rely on constant DP usage when I can stay at range.

    Okay will try to get your build into Mid's, have to do it manually since the link is borked for me. I'm getting an error when I try to open it.


    Quote:
    Originally Posted by Nintova View Post
    ... it's not close to what the OP is looking for and, frankly, I don't get what you're shooting for. It's about as average as you can get with 5 purple sets.

    ....
    OP's just looking for the fastest possible recharge on RoA as far as I can tell.
    I wouldn't like a zero defense and low mitigation build, but maybe it's for teamplay only *shrugs*
  18. This is what I can come up with:

    RoA on 15,3 sec
    Added Blazing Arrow
    Changed Epic pool to Force Mastery
    ~30% Ranged Def
    (Personal Force Field is a okay substitution for Hyper Phase IMO, but YMMV)


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  19. Awesome idea with the mule in Brawl (it's a one-billion power? lol)
    However, you have more than 5 times a +10% RECH bonus, which gets capped (6 purples in your build).
  20. Currently I'm merging your build with my capped ranged def + Force Mastery version.
    No, I won't be able to beat your 15,4, 15, 1 or 15,0 sec on RoA (@16,5 sec here)

    Well, if you want a suggestion, I'd get Blazing Arrow, your build looks a bit weak in the single target department, but maybe that's not what you want/need?
  21. Okay what I said was wrong, +ACC in RoA still makes sense if any slotted Accuracy bonus carries over to the pseudo-pet.
    Taken from this awesome guide : http://boards.cityofheroes.com/showthread.php?t=122244
    Quote:
    Originally Posted by Luminara View Post
    The accuracy for Rain of Arrows is a special case. The base accuracy is 1.6, but the power summons a pseudo-pet, which has a base accuracy of 1.0. The pseudo-pet's accuracy overrides the power's accuracy, so the final, real accuracy of RoA is 1.0. Yes, it makes about as much sense as an alligator in a chiffon wedding gown, but that's how it works.

    Even with additional accuracy, though, it can and does miss. Each tick is checked individually, per foe. Most of the critters in the AoE will be hit twice, some will be hit three times, some only once. I have never, in all the time I've been using RoA, seen any critters take 0 damage, and I can't think of a single instance of the first tick ever missing either. Using Aim and Build Up or Power Build Up before Rain of Arrows is a good idea, not only because they help it hit more often, but because they all increase the damage as well. Higher accuracy means more ticks hitting and more damage delivered, and that is Rain of Arrows, damage delivered on a silver platter with a side of "ZOMG!".
  22. Quote:
    Originally Posted by Donna_ View Post
    This one has 6 efficacy adaptors in Drain psyche, which gives 73.78% Recharge.

    But because of global recharge it only has a 2.1 sec downtime, could be perma with more than 73.78% enchanced but I like the 5% global recharge from the 6th Adaptor IO.
    What about a Doctored Wounds in Drain Psyche?
    IMO +Regeneration is better than +Recovery

    Doctored set bonuses except for the -RECHARGE are a bit meh,
    but you would have another slot to play with.

    Drain Psyche
    (A) Doctored Wounds - Heal/Endurance: Level 50
    (X) Doctored Wounds - Endurance/Recharge: Level 50
    (X) Doctored Wounds - Heal/Recharge: Level 50
    (X) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (X) Doctored Wounds - Recharge: Level 50

    EndDisco: 73,78%
    Heal: 73,78%
    Recharge: 97,49%


    Something else:
    I think Accuracy in RoA is wasted since it's a pseudo-pet that has its own ACC
    Maybe you can trick out more damage or recharge or end disco here?
  23. I'd slap a RECHARGE IO into a 6th slot in Rain of Arrow.
    My RoA is 18,6 sec (plus animation time ofc) and still too slow when I team with my colleague, a Fire/Kin. He's in the 15-17 sec frame.

    Maybe drop LRM if you don't need it for concept. I'm a purist for my archer, no high-techs.
    I can see a tactical advantage with your Boost Range though, then follow up with RoA. Wonder how hard it is to pin moving (towards you) targets with RoA.
  24. munecaroon

    Sewer Layout

    Here's a small part of my old base.
    It's hard to see, I've used a (tech) floor vent for some steam around a turbine housing.
    The floor vent is hidden/sunken but the smoke is visible in game.
    http://i108.photobucket.com/albums/n...9-13-09-51.jpg