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Posts
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Joined
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Welcome back.
I'm not an in game trial kind of person, I do know for a while mm's were having trouble with incarnate content, but I think that has been mostly been fixed. Might be something you want to double check on though, hate to get in to end game only to find out your choice has major scaling issues.
Having not played a mm before how to put this...sometimes it doesn't really feel like you're doing the damage. My thugs/time, bots/traps, necro/dark etc. can certainly take on x8 spawns and win and often earlier than my other chars. but you might not get the same visceral thrill of Big red numbers that your brute provided. Just a caveat.
Now advice:
Demons/thugs/bots as mentioned earlier for primary. If you're not powerleveling, have never played a mm before or are not very patient I wouldn't do bots. They're great, but they bloom late.
Traps/time/dark synergize with most everything and are all very powerful in their own rights. Traps probably has the most throw away powers and is...at the risk of making others angry, the least team friendly. It can be done, traps is great, it can be hard to pace to a team.
For demons in particular you might also want to consider sonic/pain/therm, demons have a fair bit of resist and you can chase that to get survivability. Although any of the above sets would do fine. -
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Quote:
Tank Inv/dm = for tankiest, stone melee is probably close
Brute stone/Dark Armor = I'd say this would be a strong contender for best tank too
Brute titan/Electric Armor
Scrapper mace/Energy Aura = for humor, this too if you pick a mostly single target set I'd swap to stalker.
Brute claws/titan weapons/Fiery Aura = I'd do a double fire tank though, I know the opposite of what you wanted in a tank
Scrapper Elec/Shield Defense
Scrapper claws/dark me/stj/Super Reflexes = I would make this a stalker though
ss/katana/tw/stone/Willpower (I can see this as either brute or tanker) = any set with some knockdown to help leverage rttc.
Something like that. Course it depends on personal taste. -
Since Pslenz beat me to it I thought I'd toss an alternate. Few caveats.
One: Since he did respect your power picks...I didn't. The core is still there.
Two: I was liberal with boosters, mostly so I could see about endurance use and cause I have a ton of the things lieing around. You could scale back. Mids sometimes also puts them where I hadn't intended.
Three: Yes I know there's a purple proc and and overwhelming proc. I thought you might have an overwhelming from the summer event and might find the purple cheap. If no, I'd put in the aoe defense proc from the ato set and whatever else. I gave elec fences partially to help mitigate knockback either way.
Four: There are some expensive singles, lotg/miracle/etc, bask I figured you could merit those.
Five: You should be sitting at around 65% s/l/e resist and within a purple of positional caps. And about 20 ish secs off perma hasten.
So I know it's not exactly what you wanted but an alternative if you wanted to play around a bit. Good luck and have fun either way.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones- (A) Sovereign Right - Resistance Bonus
- (23) Sovereign Right - Accuracy
- (25) Sovereign Right - Accuracy/Damage
- (31) Sovereign Right - Damage/Endurance
- (31) Sovereign Right - Accuracy/Endurance
- (34) Sovereign Right - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (9) Doctored Wounds - Recharge
- (25) Doctored Wounds - Heal
- (37) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Heal/Recharge
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (46) Pacing of the Turtle - Endurance/Recharge/Slow
- (46) Impeded Swiftness - Endurance/Recharge/Slow
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (7) Dark Watcher's Despair - To Hit Debuff
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (9) Dark Watcher's Despair - Recharge/Endurance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Stupefy - Accuracy/Stun/Recharge
- (11) Stupefy - Accuracy/Recharge
- (11) Stupefy - Endurance/Stun
- (45) Stupefy - Accuracy/Endurance
- (45) Stupefy - Stun/Range
- (A) Edict of the Master - Defense Bonus
- (13) Edict of the Master - Damage
- (13) Edict of the Master - Accuracy/Damage
- (40) Edict of the Master - Accuracy/Damage/Endurance
- (43) Edict of the Master - Accuracy/Endurance
- (45) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (19) Aegis - Resistance
- (37) Aegis - Resistance/Endurance
- (A) Endurance Reduction IO
- (19) Endurance Reduction IO
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (21) Glimpse of the Abyss - Endurance/Fear
- (21) Glimpse of the Abyss - Accuracy/Endurance
- (34) Glimpse of the Abyss - Fear/Range
- (36) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (37) To Hit Debuff IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (23) Adjusted Targeting - To Hit Buff/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
- (27) Soulbound Allegiance - Chance for Build Up
- (27) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (33) Blood Mandate - Damage/Endurance
- (34) Blood Mandate - Accuracy/Endurance
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Hold
- (29) Basilisk's Gaze - Endurance/Recharge/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Aegis - Resistance/Endurance
- (36) Aegis - Resistance
- (36) Aegis - Resistance/Endurance/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff
- (39) Dark Watcher's Despair - To Hit Debuff/Recharge
- (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (39) Dark Watcher's Despair - Recharge/Endurance
- (40) Touch of the Nictus - Accuracy/Healing
- (40) Lockdown - Accuracy/Hold
- (A) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (42) Trap of the Hunter - Chance of Damage(Lethal)
- (42) Trap of the Hunter - Endurance/Immobilize
- (42) Trap of the Hunter - Accuracy/Recharge
- (43) Trap of the Hunter - Immobilize/Accuracy
- (43) Trap of the Hunter - Accuracy/Endurance
- (A) Accuracy IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (48) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Accuracy
- (5) Performance Shifter - EndMod/Recharge
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Quote:He said he had a budget of 320mil, and also mentioned that he liked the survivability of the SO build. He doesn't appear to have taken Provoke, so that seems to rule out the want of a Tankermind.
I'd love to help with your build, but I'm not exactly a build guru. Especially when I don't know what to build for.
Agh I feel stupid. Then some more relevant questions for clarity, how married to app/pp is the op? Boosters available and willing to use? Really want Pulse rifle burst? etc. Have merits lieing around or leave out things like lotg/numina/miracle, etc. -
Don't give up yet, it's a common enough pairing you'll probably get someone to post their build. But for help specifically try adding:
1. Your budget - This determines what kind of io's the builder is comfortable working with.
2. Your goals - "I want to tankermind" "I want to have massive recharge"
I'll see what I can throw together in the meantime. Just a quick warning though I24 will be changing builds a bit, especially if you want to tank, so you might want to stall for it. -
Discarding the disclaimer your post is kinda in between the feeling of a live journal and guide for me...so I'm not sure which you were shooting for. There's my disclaimer
That being said if your intent was a guide, after you flesh it out a bit you might want to post it in the guides section then toss your link in guides.
Either way, sorry if I misunderstood your point and glad you enjoyed. -
fire/storm/earth controller. That way you don't have to pick up group fly and whirlwind. It's a solid toon solo or groups you'll just have to fight endurance for a bit.
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Hmm I'm pretty sure this will work for most sets that have one. Look at whatever set you are interested in. Count single target attacks, generally this is the first two blasts. Then look for the next single target, high damage, non snipe. That's the tier 3 blast. Generally they have a shorter range. Some sets elec/ar don't have one.
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Quote:Well, considering that there are only 9 control sets total, being in the top 5 isn't a huge achievement. It just means it's not in the bottom half of the list. I would agree with what someone else said, really Fire, Plant, and Illusion are the best, after that it gets a bit more confusing. Personally I would put Mind in the top 5 as well. But it is still a bit lacking here and there, though it is some tricks. However if any control set gets a revamp next, I would say Ice needs something.
Kind of depends on how you choose to rank. Fire/Plant/Illusion are certainly tops for damage but if you rank based on control the waters are murkier and fire definitely doesn't deserve to top the list. Earth/electric/dark can all leverage as much or more control than the sets mentioned they just do less damage. -
Quote:Actually I don't count siren's song/shockwave because they seem to be tools for one thing that happen to have damage rather than tools to deliver damage, ie sleep and knockback. I left off the nuke because you said you did in a previous post and because its crash/cd.I'm counting all AoEs in this. Distinctions beyond that are defined by playstyle and has no impact on existence. My playstyle allows me to use mitigative or recovery AoEs as damage tools even if the mitigation or recovery isn't needed.
***Example: Sonic has four AoEs; although you may be discounting the sleep attack, the KB attack and the nuke... I do not.
Dreadful Wail (as with most Blaster nukes) are the epitome of burst damage that offer a defensive advantage (in most cases); overshadowed by Judgement powers (vs an unboosted nuke).
Siren's Song (sans the sleep component) does moderate damage on its own; increased by 20% when used as a follow up to Howl.
Shockwave might be ignored now as part of a normal AoE chain because of the KB component (situational power; although ranged classes are less impacted by the effect than melee classes) but wait til everybody starts clamoring for the Universal Damage procs.
In addition to being able to slot procs; now that we have Incarnate abilities that can add more significance to the underused and the meh I would hesitate to trivialize any damage having AoE power that can add to a kill count.
Thanks for clarifying. I never hit consume on my fire tank or fire blaster as a damage tool nor think of it as part of their aoe damage package but maybe you do. Different outlooks.
Edit: I can't help but think that being that general makes the # of aoe kinda pointless though. I mean after all a sonic/energy blaster would have more aoe's than a ss/fire brute but it doesn't even remotely reflect their aoe capabilities -
Quote:Rather than count them all out myself I thought I'd ask a quick question since you're earlier counts seemed inflated to me. Or if you prefer what you call an aoe attack I wouldn't. So how many aoe's does sonic have? How many does darkness mastery?
Actually, that statement was made and no; Scrappers do not have more AoEs:
Blasters: 57 across 19 sets [not counting 'narrow cones' or Disintegration Spread]
Scrappers: 47 across 24 sets
not in total; not on average.
For DPS? Yes. For Burst? No. Funny thing is, when I was actually defending Form of the Mind vs. Form of the Body using the same argument; I was getting shot down on the basis of effect on burst damage. But if we are to use it then its impact on both DP types need to be quantified and averaged in; just like the other damage buffs powers.
To my mind the answer is one and none. But I think you're doing any attack that has any aoe component so 3 and 3.
As far as damage buffs I'm really not getting the point. In a group the kin/assaults/etc make them less relevant. In a small group or single setting the buff isn't significant enough to be up every spawn and burst down an entire spawn before they can react much. To me burst damage doesn't have a whole lot of relevance in pve if it doesn't offer a defense advantage. At least in the sense of blasters. -
Typically I'm more inclined to run resist sets on brutes and defense on scrappers so the cap difference isn't that noticeable. Which isn't to say that there's an enormous noticeable difference that supports that thought. That said...
Electric brute- energy cap and makes the t9 more useful and damage auras are typically a bit better on brutes.
Shield- scrapper, higher base dam for aao and better shield charges due to damage cap on pseudo.
Invul- kind of like electric, it's plausible to benefit from high brute cap especially sl and when or if you use t9, brute
Energy - Either way
Claws is quite good on brutes when io'd out. Kinetic melee - scrapper due to how power siphon and cs works.
DB/Staff/Katana I think are a wash between at's only going to point out that you can't use with shield. War mace is better than axe and both can be used with shield. -
I'll answer what I can, I have or do run thugs/time, bots/traps and necro dark.
Let's see:
1. I really don't notice significant knockback on my thugs. He's very good about closing to melee and not spamming hurl.
2. Thugs and traps. As far as I know with some io's and ffg your pets should be softcapped. Typically my observation is that if your pet dies its to a burst of damage. If you'd like a bit of healing just in case there's always aid other.
Honestly my thugs don't really die all that much outside of specific weakness. Running off on own, aoe, some debuffs, etc.
3. Don't run demons but I'll just comment that pets are stupid and all will run into melee. Dealing with that is part of the cat herding that is mastermind gameplay.
4. I'm relatively certain keeping any pets ranged or not entirely at ranged is practically impossible or at least a frustrating amount of work. That's where your secondary comes in, keeping them alive.
5. Lich is basically a dark defender...sorta kinda. Most sets have a pet that leans a bit toward defense or control. Necro it's the lich, bots its pro bot. Having that as the last pet actually makes the damage feel less terrible as you level.
6. Do not expect necro heal to keep your pets up. I would cynically tell you to not even expect to notice the heal but I'm sure it does have some effect.
7. Concepts are entirely up to you. An evil magician wielding dark nether powers could probably easily take over a small street gang and intimidate them into doing his nefarious bidding. Tada Thugs/dark. If you don't have a concept already, inventing one doesn't seem that hard to me. Your character could be a natural demon hunter that has specialized devices to summon lesser demons and bind them to you to hunt other demons with. Demons/traps. -
I think you're missing my point, maybe my example was bad.
Summarized, sometimes a primary and secondary will have more powerful synergy when considering survivability.
So I asked about primary because sometimes primaries gell particularly well with some secondaries in terms of survivability. I used staff talking about willpower for the same reason I'd talk about stone or titan, the primary helps the secondary do its job better. Or on something like dark/sr, the primary compensates for some of the secondaries weakness.
I didn't mean, "willpower chars must play staff!" I meant, "maybe your primary will work a bit better with one or the other so you might want to consider how the two fit together when you choose between them." -
You might want to consider the mesh between your primary and secondary too. For example something like staff with the all the knockdown/resist/def etc really makes willpower shine even more.
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I don't notice the bruiser holding aggro on thugs time so if he does have a taunt it definitely doesn't make him a tank.
And having a necro/dark in the past I'll briefly state that no, you don't get all the aggro. And in my experience the heal is not noticeable. I'd be specifically worried that an av would wipe all your pets in an aoe or two but I'm biased, I was really unimpressed with necro. -
Thugs
Demons
Bots
Traps
Dark
Time
Mix and Match, note specifically for av's, bots is a bit stronger of a pairing for time as it provides -regen -
Not sure if you took it into account but don't forget that regen is part of willpowers survivability package. Generally speaking, layered defense is better than putting all your eggs in one basket.
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http://boards.cityofheroes.com/showthread.php?t=288745
For accuracy see above, don't forget farsight is giving you a to hit buff as well. -
Quote:This confused me a bit so I hopped on my elec/psi who does not have agility yet and cages is not slotted for end mod.I've played elec/psi dominator up to 30. I never play high level characters, so I only care about the experience to maybe 40.
elec/psi just did not sap all that much. Psi only helped with drain psyche, and that was up only every minute. So foes just did not drain very quickly.
would elec/elect drain their END noticably faster?
I like the drain psyche to take down AV's and GM's, so I hate to give that up
Even level spawn, field, aura, cages. Total time to zero endurance, about 8 seconds. I of course was taking no damage during this.
Not sure how much faster you want. -
As much as I hate nerfherding I'd say that there's the sticky balance point of where io's and incarnate comes in here.
Long story short, if 2 billion influence incarnate builds are irrelevant when it comes to buffing, they are also irrelevant when it comes to nerfing. If io's and incarnate abilities are causing more power than the devs want then they are what should be nerfed not base classes to gimp anyone who isn't io'ed to the gills.
Just my 2c. -
Quote:Completely agree with this post. If we were to take a Vote; I LOVE Tankers, they are not out of balance in the game, in fact, if anything (dare I say it), Tanks are a bit overpowered.... uhm, nope they are just fine. Thanks
For JB, if you really want to see a low damage AT, try soloing a defender who has not +dmg or -res buffs/debuffs. Now that is slow.
I'm not sure popularity proves much regardless. In terms of general mmo's I don't really think the statement that "less people play tanks" or "less people play healers" to be all that much of a concern as it's pretty much universally true and in all cases does not actually reflect poor balancing.
The problem is more a matter that tanks/blasters/defenders fit into the traditional mmo holy trinity fairly firmly. And coh isn't a trinity game. You can succeed on most levels without a tank and/or without support. So the tank isn't as needed. So the tradeoff isn't as needed. Ie most games if I were to pick up a tank toon I'd expect to have to lead a bit and that my damage wouldn't be great but I'd be fulfilling a vital support role for my group. It appeals to some people.
In coh the second half isn't as much there, tanking doesn't feel as useful to your group in coh compared to the dozen or so mmo's I've played. If tanks need a fix though making them brutes isn't it. Erasing further the boundaries between the melee's solve nothing.
Either adjust the content so a tank is more useful.
or Make the tank more tanky. More able to hold aggro, more able to take damage, less weak to debuffs, better able to control mob movement. Those sorts of things.
Or you could of course apply the nerf stick as well. Kneecap brutes and scrappers ability to taunt. Remove taunt auras, remove taunt in brute attacks, etc. Then attack survivability, seperate and lower defense caps, resist caps. Limit buff stacking etc. Or you could buff a tank and start designing content that would lay waste to brutes.
TLDR: Low popularity proves nothing about balance. Tanks and support are traditionally less played in any rpg or mmo you can think of.
Making a tank into a brute is imbalanced on the low end and just homogeneity in general.
The best thing they could do for tanks is make them more tankish and desirable/useful for terms in comparison to their brothers which means more like a tank not more like a brute. It's probably easier to vigorously beat the entire system with the nerf stick to do this though, so I wouldn't expect drastic changes. -
Pretty sure they'll do it on rezzers too, I remember them all standing next to me at a group on a freakshow ma p one minute then all running will nilly back through the map and ignoring all passive and go to commands I used. Finally upon chasing them down I found one dead lt.
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As an aside, I thought they nerfed double gang war? Am I delusional?