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Posts
2007 -
Joined
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Go Merc / Trick Arrow or petless mastermind, again go Merc Trick arrow for that too..
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If your gonna go necro then I think dark or thermal. I'm leaning more towards dark because of the issue of having to apply shields to the pets. I start to think Force Field and get a queasy feeling in my stomach.
Dark gets you another pet which fits well thematic wise to the build, the pet isn't bad either. The issue with dark is your defense is coming from a toggle -ToHit debuff of Darkest Knight. The debuff can be resisted by bigger bosses and AVs. But beyond that Dark has some nice stuff going on. Debuffs, heals your pet heals also, defense.
Thermal has the bubbles which are cool looking, but it is very reactive type of set. Basically your buffing the pets every 4 minutes and then trying to heal up what ever gets in.
I would rather risk the Darkest Night move with shadow fall and use Twilight Grasp along with the pet heal which is pretty regular to heal up what gets through Defense cap and Body guard mode. I think the chance of getting defense cap along with the high resistance of body guard beats out what Thermal offers.
Another comment Necro is a melee pet. I really do feel if your not offering these pets any sort of defenses against an AV or EB even your pets will be getting killed off pretty quick. No pets, no body guard. -
Quote:You can always respec out.Being a newbie and not having a clue as to what I was doing, I went with the Leviathian mastery and have regretted ever since really understanding the game.
But even respecing sometimes I feel like I have to build up to do it. It is so annoying and long to do I practically have to set up a day in the future and say on this day I will do that respec I have been dragging out. -
I think Zaprobo build is pretty much the going Robot FF build. There just is not much to do with them. You can change powers here and there but for the most part that is the routed I have seen many Robot FF players go.
Pretty much many pick up aid other and aid self. Some might pick up Repair some might not. Just about every master mind picks up maneuvers and tactics regardless of AT.
Epics are a bit of a debate but its either mace for the S/L defense bonus and AOE holds or something in that vane. EG I haven't seen many go Leviathan or Charge mastery persay.
So with that your talking about maybe 2 to 4 power difference between you and another Force Field mastermind.
I know my build is like Zap and I just cannot get a feel for it atm. Personally I think I'm jaded by Traps and the ease it offers. -
I agree Pet AI fix over customization.
But if they came out and said look the AI is gonna take 12 months to fix , we can do customization in a week. I will wait 12 months and 1 week for pet AI fix.
Pet AI has been whack at least since I came back which is about 13 months.
Sadly all these new games coming out force them to put out new stuff. So old stuff gets kicked further back. They want to keep who they have and get new players in.
I heard pet AI will be fixed in COH 2.0 -
Quote:Let me make this clear to you. I have never felt I had an argument with you, or even recall having any debate with you regards to this.I know we've had this argument before but I'll add my view here fore the sake of completeness. While your viewpoint has merit it's important to remember that everything comes at a cost. Softcapping the positionals without relying on FFG and Protector Bots means you need to make sacrifices elsewhere in your build either in terms of power selections (to fit in Weave), other types of set bonuses (primarily recharge) or cost (using a gladiator's armor global for example).
There are advantages to your method but it is not the slam dunk you imply.
I without a doubt respect your thought as you have helped me along for sometime now. So please don't feel we have some sort of issue. Because to me we don't. I do agree that there are sacrifices either way.
It depends upon play style. But regardless even if the OP stuck with Protector bot defense cap. I still think he can tighten up the other stuff I mentioned. I just don't see a good use for Flash Freeze and that generic resistance IO in Tough. At least how they are slotted.
Adeon so you know I'm not saying without FFG.
You need FFG to soft cap in my build. I am just saying not relying on the Protector bots. Just because of how they buff you or the order they buff you in.
Edit
I failed to read the Ops reply. If I would have read what his response was I would have PM'ed you instead. -
@ the OP, I looked over your build, personally I have some issues with it
1. I see no reason why not obtain defense cap without the need of Protector bot Bubbles. There will be times when trying to resummoning robots is like pushing sand against the tide. It just becomes impossible. The Protector bots trying to bubble you is not an instant thing. They bubble themselves and then your FFG. So either you will have to have FFG up and still not defense capped and wait for Protectors to bubble you or even have lower defenses without having FFG up in an attempt to have Protector bots bubble you that much faster. Either way I'm not crazy at trying to play against those odds.
2. The reason you have issues with holding aggo is you have no attacks that cause any real DPS and are relying only on Provoke. Provoke alone is not going to help you hold aggro.
3. Flash Freeze ? That will last about 1 or 2 seconds from all the AOE powers you and your pets will be spewing out ?
4. Tough slotted with that 1 generic resistance IO ?
5. At a minimum you would be better served taking 4 slots from Flash Freeze and that 1 from Tough and putting them all in endurance with Efficiency Adapter IO's. AT least you will have more Recovery and you get the recharge bonus you were looking to get out of flash freeze.
6. I think your purple IOs are of no use. Purple IOs are over rated. The only time I would slot a purple set is if I am replacing a non key set ( a set that is not taking away from my defenses ) and giving me more recharge from the bonus.
I will say I am guilty of posting a build and being done with it. My simple reason is there is enough here and in the stickies to give you enough info and insight about these 2 sets. Further I can see by your questions and comments that your sharp enough to look for key things.
So with all that said.
You need some sort of attack from the ancillary / epics . I would suggest picking up Trip mine. With all that you still have enough room for a travel power. I would and always suggest Super Speed with a Stealth IO. Even if your one of those people that have issues with Super Speed and caves you can still have Super Speed on and fly around with a Jet Pack and STILL obtain that Pseudo stealth to zip around missions. So its a win win in my camp.
Fireball is nice so are the holds from soul mastery along with the other mentioned. -
Quote:Think this depends on the Primary and Secondary you have. Simple example Archery / Energy Manipulation can be slotted for Range defense cap using Thunder Strike and Mako Bite and be a very effective build because you slotted your range powers with some decent set and also you can slot your melee powers with some nice sets as well. Which means you can beat someone down who gets into range as well. Further you can 6 slot health and stamina and even pick up aid self on this build and it really ends up being a one of the few superior builds. With Incarnates you can go with either recharge for more Rain of Arrows or Damage to pack a bigger punch when firing off Rain of Arrows but with lesser recharge.What are the best IO sets for a blaster? I slotted my nuke & such with standard multi-strike and like air-burst and detonation, like full sets. and for my dmg resist powers I just slotted standard Training Invention resist damage.
Then on the other end is Assault Rifle paired with Device. You can slot it for range defense cap but it is much more difficult and your pretty much relying on even cloaking device suppressed to give you that 2.5% or whatever it is to get that defense cap. It just does not fair as well as Archery EM for example.
Personally I go for some sort of defense cap. I used to go for more damage and recharge but honestly if I am dying so much it really doesn't make sense. End result is you can only make so many ress and break free inspirations before you run out of sets of 3's. Then your either waiting for a ress or running back from the hospital. Where as the defense cap guy is doing less damage maybe but now is out damaging you overall because he or she is still fighting as your trying to recover from your death in one way shape or form. -
@ The Op
Traps allows you to obtain soft cap positional defense. Incarnate slotted any Traps toon allows you to solo 4/8 setting on missions. I have been on teams that could not handle that setting. I have 3 level 50 and incarnate slotted Trap toons and I'm working on my 4th.
I have just not read any stellar post about Trick Arrow. The impression I get about Trick Arrow is it's a one or two trick pony.
I want to like Trick Arrow and it really, really has some cool effects. But I just never read anything great about. I don't think you can find any power in Traps that you would want to skip beyond maybe Time Bomb. Traps is the only set that I can think of at this time that you can solo with not using any other powers from your other set, not many sets can boast that. -
I have a key set up with the all stay command and I spam it with my robot traps. It gets a bit annoying but it is funny how they creep up every time I slow up on hitting the key, for example if I try to lay down some caltrops.
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Radiation Energy Manipulation Blaster
If you do a comparison in MIDS between the snipe attacks you will see that they are pretty much the same. Cast times are fractions of a second different. DPS wise there are some differences, If you are looking at fire for example you have to wait until level 26 to pick up this sniper attack. Yes it does about 37 points of damage more per hit but you would have to wait 14 more levels compared to Radiations sniper attack to get it.
Beyond what I mentioned above the rest is pretty much all the same.. Some snipes come at lvl 12, 18 and 26.
I think if anything is going to be a big deal is what OTHER effects is your snipe offering.
I believe that Radiation Sniper attack has a nice advantage since it reduces the targets Defenses by 21%. I do not know if it stacks against itself. I do not know if it stacks with another attack. So if your duo were both Rad snipers would the target get 42% debuff. If it can solo stack that would be very nice. 2 hits from sniper would almost floor a bad guys defenses. Either way a sniper hit will open the door for other attacks to have a better chance of getting through. Attacks that don't get through have no effect.
The minus recharge from Psionic is nice as I have been shut down from several Psi attacks from mobs. But I have not been shut down by 1 attack from a Psi mob or even 2. So I do not think you firing off Psi Lance attacks will be devastating a mob. If anything you will probably kill them before the -recharge comes into play. In AV fights it might matter, but again if your gonna try to fight an AV with snipe attacks even if its duo snipes, I don't need to tell you its just not going to happen that way.
So this bring me back to my Radiation snipe. I think more hits getting in are a win.
Now Energy manipulation.
I have a Arch EM blaster. I can say the following;
1. Boost Range can put me so far away that some times I think there is glitch where if your too far and you hit you score no damage. Then there are times I hit from so far its almost a delayed reaction. I see them move for a second and then they are dead. It almost appears as if I missed. Again either way Boost Range is going to put any snipe attack which already has the ability to put you out of normal range TONS further back then needed. So 2 snipes from boost range for sure will be killing bosses.
2. EM has Build Up and rad has Aim, add this in with Boost Range. I think its pretty nice.
3. With some decent recharge these powers will be ready just about anytime you need them. So no worries about not being able to do this during big fights.
4. Between EM and Radiation you have enough powers that can slot set bonuses to allow you to obtain Range Defense cap and not gimp your build. So you will be picking up powers and slotting them with some decent attacks. Further this build also allows you to pick up Aid self and Aid Other which as a blaster is really nice to have.
5. Power boost will improve your sniper debuff from 21% t 37% which means one attack with build up, aim, boost range, power boost and snipe is one pretty darn devastating attack and debuff. Might be over kill, but still a nice hit.
The sad part is Power Boost is not until lvl 28 and Boost Range is not until level 35. So by level 12 the best you will be able to do is Aim, Build up and Snipe. -
Thanks for the replies and sorry for the confusion with Force Feedback +Recharge. Even when I make builds with that added I screw up and forget about it and I'm the one making the build. But great catch by Dark_Healer_NA
I'm gonna jump on later with mids and look at your build.
This and my Robot Traps are pretty much my goto guys. I'm geared more towards this build because it doesn't have pets to deal with. With T4 slotting it only does half the damage my AR Blaster does with Full Auto persay. But with the endurance recharge from epics it really is a self contained toon. My only, only issue is if I have TOO MANY enemy on me they end up targeting my FFG. There is not much I can do to get them off FFG sometimes. But when I mean TOO MANY I am talking 30+ mob aggro. -
Just the data chunk. I 6 slotted health and stamina. I purple slotted Bullet Rain. Purple IO in Caltrops. Purple IOs in Web Grenade.
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Straight and simple, I'm not crazy about your build.
Take this build.. Swap out DP for Arch.
If you want swap out IOs in Web Grenade and Seeker Drone and 6 slot both Health and Stamina. That gives you a bit more regen. Plus MIDs does not show the benefits of the +regen +recharge of Numina or from Performance Shifter. Either way Power Sink is a great tool to get you back endurance and has a quick recharge. I would go damage incarnate as you have everything else covered in this build.
Further you can 6 slot one of the non Defense giving powers with that purple set.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(37)
Level 1: Web Grenade -- DblAc-Acc/Rchg(A), DblAc-Rchg/Immob(3), DblAc-Acc/EndRdx(5), DblAc-Immob/Rng(5), DblAc-Acc/Immob/Rchg(7)
Level 2: Caltrops -- ImpSwft-Acc/Slow(A)
Level 4: Triage Beacon -- Numna-Heal(A), Numna-Heal/Rchg(7), Dct'dW-Heal/Rchg(9)
Level 6: Empty Clips -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rng(39), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(42)
Level 8: Swap Ammo
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(13), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-%Dam(15)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(43)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-Build%(39), GSFC-ToHit/EndRdx(46)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(50)
Level 41: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(46), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 44: Power Sink -- EnManip-EndMod(A), EnManip-EndMod/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Super Speed -- Clrty-Stlth(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(19), EndMod-I(48)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
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I have no clue if zen list is worse to best or best to worse.
But I am sure regular posters will tell you Robots and Thugs are gonna be tops DPS wise. Traps and Dark are equal for defenses debuffs. I am more partial to Traps, to me Traps offers more bells and whistles then Dark does.
The reasoning behind Robots and Thugs is
1. The damage type they do.
2. Melee pets tend to get killed by AVs fast.
Traps offers Defense soft cap via FFG and with Dark you must have Darkest Night active on a mob. Any mob not near your anchor will not be effected by the ToHit Debuff. If your Anchor dies so does your Defense Cap. Traps does not have that issue. -
Without getting into the whole buy it Now issue or learn to market some have brought up. I can understand where the OP is coming from. There is some frustration when dealing with the market.
Personally I come from a point where I felt frustrated and just gave up and had to semi learn the market-fu. I'm a middle of the road guy and have been fortunate to fall into a dozen or more high end purple drops over the last few months along with having more Defense Cap toons that can handle 4/8 missions then I know what to do with. All which I am happy to say are NOT brutes,Tanks or Scrappers. I do AE when I need to buy some Rare salvage instead of spending the common 3 million for one. 20 minutes in a AE farm allows me to save 10 million.
My only want might be the PvP IO which grants +3 to defenses to free up some more slots. But as I said I'm soloing max setting for the game so I have no clue beyond trying certain TF solo what else I need to worry about.
But with all that being said to me I would rather have a system that allows me to combine salvages / IOs or to convert salvages and IOs into other sets. Even if it was at a loss of resources. Basically allow the ability to break down IOs made and premade and even salvage to some common denominator that I can recreate into something else I need.
I see that somewhat with incarnate system. Though I do think the trade is slightly a bit steep seeing it is pretty much a 4 to 1 ratio.
To me my big fear or issue I have with the market is when the item I sold as vendor trash today sells for 10x that amount on the market the next day.
Just too many things can make the market unstable. Players whim to buy out stuff for a goof. Some new farm. Some other game falling apart and getting a reflux of members back in, Some new expansion. Etc, Etc..
Add in the serious amount of time it really does take to slot up a IO character. I mean just having the build open and being in window mode to tab in and out of the game to make sure you didn't slot 6 instead of 5 in that power. I won't even include the time or respecs you might waste just trying to salvage what IOs you have in the build already because they have some value themselves as well.
End result between the market game and then the final time to respec you can be talking a decent 5 hours of time committed to respecing one character. I am not even trying to debate or discuss the waiting a week so as not to fall into the buy it now trap.
I think combining those 2 situations can add to the annoyance factor sometimes.
Even just slotting one power out for a new one is a pain in the backside. Let alone what it takes to do a full respec and the amount of cost invested sometimes.
How many people have created a build but just didn't notice or think that one IO from one set would be 10x more expensive then the whole other 5 pieces in the set combined. I know I fell into that trap once or twice. I had to stall the build just to get some merits together to buy the IO I was missing. I wasn't going to use Hero/villain rewards because those are just higher valued items. I would rather buy some LOTG +recharge or Numi +regen +recharge IO then spend those points on a 50 million INF item. Again with all the toons and TF I can run I always have some merit laying around or just short of what I need that one TF run will give me what I need.
Anyway my whole point of this long drawn out babble was, it is just not one thing that is an issue. I think if a player could do a respec in minutes instead of hours it would help a bit with this frustration. Your just getting beat up from both ends so its not helping the cause when your snagged on the IO purchase and your respec is going to take up time to set up. -
Apex run
Brute on team last night kept dying and would wait for his self ress to kick in instead of going to hospital. He was barely IOed so his wait time on self ress was about 3 minutes, TL wouldn't kick him. He literally died, self ressed, died instantly again and we waited yet another 3 minutes for him to ress back up. Hindsight I should have starred him as he probably does this sort of stuff with other toons as well. Instead his name is ingrained and burnt into my brain.
Took forever to get it through everyone head they needed to either fight from the same direction on BM and to ignore the swords. It took 1:32 Minutes to finish it. -
Quote:Are you quitting ITF because your a squishy and you keep dying or another squishy keeps dying ?Well i have quit 2 Itfs because of this but now seem to have a reputation for quitting Itfs lol.And i am in no way a bad player but when you play a squishy and there is aggro beyond the cap and you end up on the floor a few times then thats just no fun.Teaming is just that...Teaming.If you wanna run off because you can then dont team tbh.
Though you somewhat commented another player kept dying, I am now getting the impression your dying too much because the Tank / Brute is not holding aggro. So wondering if you can clarify which one is it ?
While I want for that reply...
I do agree with Nihilii comment about players not specing properly. I know clearly everyone is free to spec how they want. But if your going to pick up 2 travel powers and whirl wind and acrobatics and wonder why you keep dying the second a mob looks at you, then clearly you really don't care about game mechanics. Which is fine and great but don't complain if you keep dying.
Sadly many players think that just picking up a Tank or a Brute make you unstoppable and then wonder why they died and my Defender is still standing there. They just do not care about game mechanics.
Though my T4 Incarnate Defense Cap Traps AR Defender can handle 4/8 settings I follow along out of respect for my team mates. I'm never in that kind of rush unless the team lead specifically said it was a speed run. I know between my toggles and FFG I am giving about 30% defenses to anyone near me so that helps everyone out. So I do believe that me going off solo will hurt the rest of the team. But if you have self only powers and its not affecting the rest of the team by all means solo if you can. You don't need 8 players to run a TF or a SF. 4 or 5 really do the work the rest is just added fluff, more dps, more debuffs more buffs. But if everyone left except these 4 or 5 it still could be done. it would just take a bit longer. -
I think the only way you can do it is with Darkest Night. Basically you get 1/2 from IOs and 1/2 from Slotting Darkest Night high enough to give you a 25% -ToHit Debuff.
Again I'm just not crazy about it even though it works. When you loose the toggle if you have too much aggro you can fall flat fast. -
Quote:The Regeneration proc is a "Proc120" what that means is that if placed in Triage Beacon (or any other click power) it will boost your regen for 2 minutes after casting the power but will not affect the target of the power. As such most people put them in a toggle/passive power such as Health.
I haven't checked but Mids' should show the effect of the proc but you will need to turn Triage Beacon on (it could be bugged though).
Bah Curse you Adeon, I came back to delete. But anyways MIDS does show the Regen increase. I am guessing that a Doctor Wound heal recharge is just better as it is giving me an additional 5% increase over that proc.
I just jumped the gun and just didn't really look. I glazed over and failed. Sorry for the waste of space.
Sometimes a Proc isn't great I guess. I just assumed it would be better based on the fact it is a Proc. -
In MIDS I slotted a Regenerative Tissue +Regen in Triage Beacon to notice what the difference would be but I think MIDS is not set up to show the Proc effects similar to Performance Shifter + end proc situation.
The only reason I am saying that is because when I swapped out the + Regen Proc for a much cheaper Doctor wound Heal / Recharge my Health regen went up another 5%.
So if I am correct I would like to know how the +Regen Proc works so I can figure out how it would interact with Triage Beacon. -
Hate to sound like a broken record, BUT..
Anything Traps will give you what your looking for.
Link to my post about my build. Just bring it into MIDS and pick whatever secondary you want. It is just about the same slotting wise with all the powers.
http://boards.cityofheroes.com/showthread.php?t=254063 -
I currently have this build. I am slotted for T4 Musculature.
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The changes made are Ragnarok. 5 in Full Auto I slotted the 6th slot in Full Auto with a Damage Recharge from Positron. I added a Ragnarok Knock Down Proc in Caltrops. I also changed the other IO in Caltrops to a Slow. The longer they are in the Caltrops the better.
I place the Unique Regenerative Tissue and 2 Numina for the regen bonus in Triage Beacon. Though Triage Beacon went up from 50 seconds to 57 seconds, my regen from Triage Beacon went up from 486% to 515%.
I do not know if the 6th slot in Full Auto with Positron Damage Recharge is a waste or worth keeping. If its over kill then I was considering moving that slot over to Triage Beacon in the form of another Numina Heal Endurance Recharge. It would bring my Regeneration up to 544% from 515%. It would kick the recharge back down to roughly 54 seconds.
Loosing a slot from Full Auto will change my Full Auto dps total by 4 and increase the recharge time for 14.23 seconds to 14.50 seconds.
Personally I think the addition to Triage is better but I could be missing something.
ATM I can solo 3/8 with no issues with the OLD build. I believe having Full Auto up a bit faster will be much better. Plus Power Sink is up every 35 seconds. 3 Mob puts me at full endurance bar.
Personally I think its a pretty tight build, but I just cannot think of anything else to do with the build.
The new build also reflects Triage Beacon 4 slotted as I mentioned earlier.
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This is what I am working towards. I have a Traps AR Defender which is comparable that I used to look at numbers. It offers full positional defense cap. It has a decent recharge on Hail of bullets. Double Mortars and 25 seconds worth of double Triage beacons.
One purple inspiration will allow to zip past mobs using super speed and stealth proc even if spotted by high perception mobs.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Dual Wield- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (A) Debiliative Action - Accuracy/Recharge
- (3) Debiliative Action - Recharge/Immobilize
- (5) Debiliative Action - Accuracy/Endurance
- (5) Debiliative Action - Immobilize/Range
- (7) Debiliative Action - Accuracy/Immobilize/Recharge
- (A) Impeded Swiftness - Accuracy/Slow
- (A) Numina's Convalescence - Heal/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Miracle - Heal/Recharge
- (A) Detonation - Accuracy/Damage
- (39) Detonation - Damage/Endurance
- (39) Detonation - Damage/Range
- (40) Detonation - Damage/Recharge
- (42) Detonation - Accuracy/Damage/Endurance
Level 10: Acid Mortar- (A) Shield Breaker - Defense Debuff
- (11) Shield Breaker - Accuracy/Defense Debuff
- (11) Shield Breaker - Accuracy/Recharge
- (13) Shield Breaker - Defense Debuff/Endurance/Recharge
- (13) Shield Breaker - Accuracy/Endurance/Recharge
- (15) Shield Breaker - Chance for Lethal Damage
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (21) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold
- (25) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (31) Stupefy - Accuracy/Stun/Recharge
- (31) Stupefy - Chance of Knockback
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Obliteration - Damage
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Damage/Range
- (A) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Efficacy Adaptor - Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Recharge
- (48) Efficacy Adaptor - EndMod
- (A) Aegis - Endurance/Recharge
- (A) Celerity - +Stealth
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (19) Performance Shifter - EndMod/Recharge
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
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Have you considered anything Traps.
- All the Traps powers are fire and forget, so there is no worry of endurance drain toggles cause.
- Traps will allow you to obtain full Soft defense cap which is nothing to complain about. My Traps AR at T4 incarnate damage can handle 4/8 with no issues. Not that you will be encountering such situations badge hunting. But good to know it's possible if the situation arises.
- Super Speed and a Stealth Proc will give you stealth against everything except high perception mobs like Rikti Drones and Sniper NPC. Add a jet pack and you can fly with stealth on as well. All you need a purple inspiration to boost up your defenses during stealth runs because you cannot use FFG as it will give you away or it will get destroyed. Though it is a good distraction also since it has decent hit points. So its a good second use as Seeker Drones for distraction Or even placing into mobs to run into so it gets the aggro while your firing off an AOE attack. The recharge is fast on FFG So once its almost gone resummon as you will have aggro and your at Defense Cap.
- Your debuffs along with your DPS are enough to take out an AV let alone a EB. Many cannot do that because they lack the debuffs even if they have the DPS.
- I would consider anything with large number of AOE attacks. DP Traps corruptor seems interesting. DP has short range AOE attacks that go well with Traps and also have the choice of more debuffs when needed with swap ammo.