streetlight

Cohort
  • Posts

    517
  • Joined

  1. Quote:
    Originally Posted by Splat-Fu View Post
    "You're doing great! Too bad your AT's aren't needed end game..."

    Whoa... is this true? Does empathy and force field become moot to teams @ 50?
    Nah, you're golden all the way through from 1-50 and will be helpful to almost any team and every raid. Watch any team that had a FF/* or Emp/* after they lose that support, at any level. It's like night and day in terms of effectiveness.

    However, there are quite a few characters out there built for solo farming and farming is a big part of the game now. They're built to be self-sufficient and extremely efficient at killing large groups of enemies quickly while surviving the experience. Support is always helpful, but it isn't necessary or more helpful in a farm than, say, another farmspec character would be.

    On the other hand, support can turn a less-than-farmspec team into a farmspec-equivalent team. And that's not bad...
  2. The Fury bar has to be a little over half-filled before the typical Brute's damage output equals the typical Scrapper, right? Not terribly difficult even at the lowest levels and certainly not at the highest. There will be moments below the Scrapper level and there will be moments above. Neither will last terribly long.
  3. streetlight

    RTTC - Change?

    I think you might be getting too hung up looking for vulnerabilities. It's a set weakness, not a vulnerability. Instead of looking for "what is the set vulnerable to" look for "what doesn't the set do well". For many sets, at least one of their weaknesses is a vulnerability. In WP's case, it isn't and it only has one weakness really.

    WP isn't that bad at eating alphas. My DB/WP Brute was weak to alphas (SOs, usually +2 diff, teams of 3+), then I added Tough & Weave and it wasn't. He's no Stone Tanker, but he's still plenty well protected and I haven't thrown sets on him yet. WP Tankers are even better.

    Looking at the numbers, I'm likely happier taking an alpha on a WP Tanker than an Elec at equivalent levels, pools, and slotting (more HP & regen). Fire and Dark are questionable, but they do have self-heals that can literally pull them back from the brink. Even Ice is debateable until you get IO sets to softcap, due to the gambling nature of defense-based sets.

    Shield Scrappers & Brutes are the game's aggro kings, whether they're stripping from WP Tankers or any other Tanker out there. Barring liberal use of Taunt by the Tanker, they have to cause 33% more damage in most cases, which isn't difficult at all for those ATs. Even with liberal use of Taunt, it's still possible if the Tanker isn't throwing enough DPS.
  4. Tankers get Combustion (PBAOE) instead of Cremate (ST) in Fiery Melee. So if I'm thinking about Fiery Melee, then I tend to lean toward */Fire Tankers instead of Scrappers or Brutes. You won't do more damage than either Scrappers or Brutes, but your survivability will be much higher and you'll get to enjoy an extra AOE. If you go with WP as a Tanker primary, then the extra AOE is a godsend for managing aggro. If you go with Elec/Fire or Shield/Fire, then you get another AOE.
  5. streetlight

    A new experience

    Quote:
    Originally Posted by Finduilas View Post
    Hmm, I would definitely want more accuracy than that, unless you're assuming some significant global bonuses for accuracy and/or to hit.
    Generally assume some global Acc, though I admit to feeling the slotting is a hair low on Acc. A Kismet 6% and even one purple set or two other sets with +Acc would be enough to solidify it. I just wanted to get to 90%+ on recharge and endurance, so I could use it as often as possible.

    As an alternate, how about...
    Theft of Essence: Acc/End/Rech (30)
    Theft of Essence: Chance for +End (30)
    Touch of the Nictus: Acc/End/Rech (50)
    Obliteration: Acc/Dam/End/Rech (50)
    Numina's Convalesence: Heal/End/Rech (50)
    Doctored Wounds: Heal/End/Rech (50)
    ... for...
    Acc: 57.15%
    Dam: 18.55%
    End: 94.69%
    Heal: 42.40%
    Rech: 94.69%
  6. SS is weak for AOE for a long time and only ever gets one PBAOE damage attack at 32nd level. Footstomp is crazy good, but it's one power, you wait forever to get it, and you have to be on the ground to use it (in case anyone was looking at flight). It's great for single-target damage, though. If you're going to dump a ton of inf into the build, you can get Footstomp recharging pretty regularly.

    IMO, Elec/* and Claws/* are probably the best Brute primaries for AOEs. DB/* can be good for AOE if you avoid clicky secondaries to keep your combos flowing.
  7. streetlight

    Powerset Advice

    Quote:
    Originally Posted by Texan08 View Post
    I'm really leaning towards SS/EA for concept, but I've read so many bad things about EA. Is this not a good combo for someone that doesn't have a ton of influence to spend? Will I regret not going SS/Inv over SS/EA? I appreciate any advice, Thanks!
    EA can get the following from taking all the defense/resistance powers it has access to, plus Tough, Weave and Combat Jumping:
    S/L Def: 34.8%
    E Def: 41.3%
    N Def: 31.2%
    F/C Def: 38.3%
    Psi Def: 14.7%

    S/L Res: 29.6%
    E Res: 14.9%
    N Res: 11.9%
    F/C Res: 0.0%
    Psi Res: 0.0%
    Tox Res: 14.9%
    That's not bad at all, really. Throw in a Steadfast 3% and you get a nice bump to all those defenses and it shouldn't break the bank. Make it a Hasten build to keep Conserve Power & Energy Drain going, as well as Footstomp, KOB & Rage.

    To avoid set costs, add in Maneuvers. That will be another 3.75% defense to all if fully slotted. With Weave, Maneuvers, the Steadfast 3%, and all your other powers, you should be softcapped to E/F/C. S/L will be close at ~41.3%. Negative will be at ~37.8% and Psi will be ~21.3%. A single purple insp will softcap S/L & Negative, but it'll take two for Psi, which still isn't bad.
  8. streetlight

    A new experience

    Quote:
    Originally Posted by Rylas View Post
    DR is best suited with Frankenslotting. I would put the hierarchy of enhancement values in this order: (1st place) End, Acc, Rech, (2nd place) Heal. Those first three will keep you from running out of endurance to fast while making sure you've got it up when you need it. The heal part is good for AV/EB/Boss situations.

    I have a pretty decent slotting for the power in Mids, but can't access it from work right now. Maybe Dechs has something he could suggest for it.
    Here's how I would slot it...

    Theft of Essence: Acc/End/Rech (30)
    Theft of Essence: Chance for +End (30)
    Touch of the Nictus: Acc/End/Rech (50)
    Harmonized Healing: Heal/End/Rech (40)
    Numina's Convalesence: Heal/End/Rech (50)
    Doctored Wounds: Heal/End/Rech (50)

    Acc: 38.60%
    End: 95.05%
    Heal: 61.70%
    Rech: 95.05%
  9. I would recommend an Elec/Shield Brute for farming. Tankers have better survivability, but softcapped is softcapped. AAO is an amazing damage buff (as well as a helpful damage debuff to opponents) and you'll have big-hitting teleporting PBAOEs. When you aren't leading with those, you can lead with Chain Induction, pop Thunder Strike, and then Jacob's Ladder for whatever is left.
  10. streetlight

    RTTC - Change?

    Quote:
    Originally Posted by tarrantm View Post
    So I got a question: If the weak taunt aura is a penalty to WP for being such a well rounded set for Tankers, what's the penalty for WP for being the way it is for Scrappers?
    It's a weak taunt aura for them, too? Scrappers also have taunt auras for Invuln, Shield, and... I think that's it? Both WP and Invuln really benefit from gobs of minions around them, so maybe that kind of has some tiny sliver of importance?

    I don't buy it, either. I'm just hunting for any reason.
  11. Shield/Elec. Great AOE possibilities and great damage. Great survivability and tanking ability. Next choice would be Shield/Mace.
  12. streetlight

    My SS/Inv Build

    The extra accuracy will also be well worth it if any enemies have to-hit debuffs or any sort of defense. Two is generally my minimum, but I apparently play it a bit safer than Bionic might.
  13. I'd recommend a Fire/* Blaster. Fire/Ice sounds really fun at the moment, because the controls of the */Ice set appeal to me. Blasters never seem to have the levelling issues of other ATs, either. Good fun from 1-50.

    I'd also recommend a */Shield Brute or Scrapper. You'll send Tankers into fits stripping away aggro, you'll be able to handle that aggro, and your progression through your primary will keep you rolling in useful attacks from day one. For a good AOE-heavy primary, try Electrical Melee. You'd have the potential for three damaging PBAOEs and one cone for plenty of crowd-crushing action.

    I agree with the VEAT suggestions, but would also add Kheldians. You want to be tough? Switch to dwarf form. You want to be blasty? Nova. You want a little of both? Human. All sorts of set possibilities and fun to be had.
  14. streetlight

    A new experience

    Double down with Dark/Dark and go have some clicky fun.
  15. Quote:
    Originally Posted by DMystic View Post
    So has anyone here seen a hero die because they followed the Stalker to the mobs?
    Stealth + SS is extremely common blueside. I can't recall a team I've been on in the past several months that didn't have someone using Stealth & SS. So it's kind of surprising that anyone would get caught out following a Stalker at this point.
  16. The big question is why single-target DPS? Do you plan to solo AVs and pylons? Are you looking at Zone PVP? Is there fiteclub in your future? The "why" would help determine the best option.
  17. Oh absolutely! Even with all toggles going, low level Tankers are in trouble in this game. They can grab aggro through Gauntlet (like it or not), but they can't survive it that well until SOs come into play. I have a new tank running through Praetoria now, which is even less kind with its ambushes and chain aggro rooms of doom.
  18. streetlight

    My SS/Inv Build

    Quote:
    Originally Posted by Bionic_Flea View Post
    In my opinion, you have 2 too many endurance reductions slotted in Temp Invulnerability, Unyielding, Tough, and Weave. You are also over slotting attacks with accuracy and under slotting the attacks for damage.
    It isn't just where the SOs are slotted, but where they would actually do better. Keeping endurance use at a minimum is crucial on both Invuln (which lacks a +recovery or +end power) and Super Strength (crashing from Rage). It also helps with Hasten (another crashing power). This build is all about keeping up the pace.

    Two +Acc is only +50% accuracy for most attacks. That's a little low for me normally, but +25% accuracy is terrible unless you're sticking to +0s, which makes for some seriously tedious grind in COH. Unless you like to miss a lot, and I mean a lot, 2xAcc is very helpful. Switch to common IOs and I'd probably still go with two in most powers.

    The additional 33% base damage from a 3rd damage SO is debateable, too. It would mean ~45 damage on KOB, 18 on Foot Stomp, 30 on Haymaker, and not quite 8 on Jab. 2xAcc means you actually hit with those attacks, so you don't lose 100% of the full damage quite as often. You also don't have to use the power again, increasing endurance use and decreasing survivability (downed enemies are thoroughly mitigated). I might consider dropping one of the +Acc in KOB for a +Dam, just because of the higher base accuracy of the power, but that's it.
  19. streetlight

    My SS/Inv Build

    Here is a simple Inv/SS build based on SOs. It's cheap, very effective, and easy to do. It'll perform well anywhere and has enough endurance reduction to keep it going for quite a while.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam(A), ResDam(3), ResDam(3), EndRdx(36), EndRdx(43), EndRdx(46)
    Level 1: Jab -- Acc(A), Acc(7), Dmg(7), Dmg(9), EndRdx(9), EndRdx(11)
    Level 2: Dull Pain -- RechRdx(A), RechRdx(5), RechRdx(5), Heal(17), Heal(17), Heal(43)
    Level 4: Haymaker -- Acc(A), Acc(11), Dmg(13), Dmg(13), EndRdx(15), EndRdx(15)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Unyielding -- ResDam(A), ResDam(27), ResDam(31), EndRdx(36), EndRdx(40), EndRdx(46)
    Level 10: Taunt -- Taunt(A), Taunt(34), Taunt(34)
    Level 12: Swift -- Run(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Health -- Heal(A), Heal(37), Heal(37)
    Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(36), EndRdx(37)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Knockout Blow -- Acc(A), Acc(23), Dmg(23), Dmg(25), RechRdx(25), EndRdx(27)
    Level 24: Resist Energies -- ResDam(A), ResDam(31), ResDam(31)
    Level 26: Tough Hide -- DefBuff(A), DefBuff(33), DefBuff(33)
    Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29)
    Level 30: Resist Elements -- ResDam(A), ResDam(33), ResDam(34)
    Level 32: Resist Physical Damage -- ResDam(A)
    Level 35: Boxing -- Acc(A)
    Level 38: Foot Stomp -- Acc(A), Acc(39), Dmg(39), Dmg(39), RechRdx(40), EndRdx(40)
    Level 41: Tough -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42), EndRdx(43), EndRdx(48)
    Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45), EndRdx(46), EndRdx(50)
    Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Unstoppable -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  20. streetlight

    Ice and Why?

    From a numbers standpoint, anyone can get pretty amazing defense through IO sets now. If you use a resistance-based set and slot for defense, then you get significantly tougher. With Ice, you'll never be able to get your S/L/E/N resists even to half the level of your resistance-based peers and 1/3 is likely out of reach for all of them. You'll be able to softcap defenses, but so will those resistance-based sets (they just have to spend more). The debuffs are nice, but don't match the combo of high resists and high defense for survivability.

    And, of course, the set just looks terrible. The armors desperately need a more form-fitting look.
  21. My only rough spot with blueside MMs so far has been cave missions. It can be a bit of a chore to try to wade through all those pets to get anything done and it's all too easy to find yourself staring at the backside of a giant demon for most of the mission.

    Strategically, the math always favors a tightly packed group of opponents subjected to a deluge of AOEs. Whatever it takes to make that happen will be more efficient than a mad scramble. Players can play however they want to, redside or blueside, but that won't change the math. Teams without AOE damage just don't have the option of efficiency, so they can go with the scramble without much loss, if any.

    What's probably most important is that the team has a clear idea of how things are going to happen. If Blasters are going to be left to their own aggro because "Brutes aren't Tankers!", then they need to know that. If Dominators are supposed to wait for a herd or corner pull before firing off their AOE hold, then they need to know that. Most will figure it out after the first couple fights, but you might need to send a tell if things are getting out of hand.
  22. streetlight

    KM/SD Build help

    Quote:
    Originally Posted by Celestyna_EU View Post
    Hey all,
    Im wondering if someone could help me out with a KM/SD levelling build please? I like the idea behind it so was pondering finally making a praetorian =)
    For me, it would depend on what sort of veteran/expansion powers you have. Ninja Run has been a godsend for my levelling builds, because I can put off movement powers. I'm even ditching them altogether in many builds. Likewise, the difference in gameplay for me before and after Sands of Mu was huge. Thanks to Sands of Mu and endurance-free Brawl, my melee builds tend to put off offensive powers and focus on defense in the early game.

    In general, you want everything from the Shield set. Every power is just that good. You could probably delay Grant Cover if you didn't care much about your teammates - or even ditch it altogether if you just run solo or really don't care about value to the team.

    Repulsing Torrent and Confront are forgettable in Kinetic Melee. RT has a big KB component and weakish damage. Confront is a single-target taunt and it's the kind of thing that can be nice in PVP, but not quite as useful in PVE.

    Fitness pool is a must, with one or both of Swift & Hurdle, plus Health and Stamina. I also recommend Fighting for Tough & Weave (I take Boxing as prereq usually).

    If you take all of Shield's powers, all but RT & Confront from Kinetic Melee and three powers each from Fitness and Fighting, then you'll have two slots left over for whatever. Get rid of Grant Cover and you could have three. I like Combat Jumping for one of those (immob protection, defense, IO mule). If you need a movement power, Super Jumping is a good choice at that point. Hasten is always helpful, but Shield isn't all that clicky, so it'd be most helpful if you were able to use it to remove KM power choices (see below).

    For slotting, I always 6-slot my attacks (Brawl & Boxing/Kick excepted) and do so as quickly as possible. The impact of having an EndRedux in an attack is going to be a lot bigger than having an EndRedux in a toggle. Toggles get ED-capped for defense and/or resistance, with EndRedux thrown in as available. Stamina always gets three slots. I tend to put off slotting Health until I'm ready to install procs from the Healing sets.

    The second-stage build would work off of what attacks I could get rid of in the process of optimizing my attack chain. A pure single-target build would get rid of Burst (I wouldn't, but AOEs are less than useful in PVP or Pylon/AV soloing). Pure DPS builds seem to ditch Focused Burst, due to the 2s animation. Quick Strike would be the next to go for DPS reasons, but that takes quite a bit of recharge to pull off a decent attack chain at that point. You could just fill in with Brawl or Boxing, I guess, but they stink for DPS, too.
  23. Quote:
    Originally Posted by Call Me Awesome View Post
    As I said, CE tics every 0.5 seconds so it will grab aggro faster. That's indisputable, it applies it's effects twice per second while Invuln applies it's effects only once per second. Because of this Ice will grab aggro faster than Invuln, and Invuln will grab aggro faster than Fire, Stone and possibly others that have an aura that tics once every two seconds.
    Again, this doesn't matter, because the taunt effect doesn't stack (it just refreshes) and the actual tick is based off of when the toggle was originally turned on. So a character with a 2s ticking aura could have it tick immediately upon getting in range or up to 2s after. A Tanker with a 2s ticking aura could even have it cycle first over a fellow Tanker's 0.5s ticking aura if they were staggered in any way. A faster aura might get a refresh sooner, but that's it and the difference in duration will at most be 1.5s for purposes of the threat calc (WP excepted).

    This "faster" is meaningless, because if a Tanker wanders into a mob first, without even having a taunt aura active, he'll be the first target of opportunity and immediately draw all aggro from all targets that perceive him. As soon as that Tanker attacks, again regardless of what happens with the ticking aura, Gauntlet fires off, generating a taunt effect.

    The aura is really a backup when it comes to maintaining threat. It's good at the job, but none of them do so much damage or create such an extensive debuff as to be enough on their own. You still have to damage a target sufficiently and stay close to it for threat to remain effective.

    Quote:
    One thing to consider here is that in order to steal aggro you must generate TWICE the aggro (via taunt, attacks and so forth) of the character who currently possesses that aggro. The Ice tanker's aura pulses twice as fast, therefore he will tend to gain aggro first, and his Icicles will lock that aggro down with damage.
    Where's this coming from?

    On a side note, I'm not saying Ice is bad at aggro. It's quite good and certainly above average for Tankers. It's just not the best (Shield is). Invuln can be better, depending on how much damage is being thrown around and how many targets are hit.
  24. Brophog02, your timing argument is moot after the first 0-2 seconds of combat (depending on how long it takes to get the attention of the next group, which hopefully occurs before the previous one is down) and even the most twitchy of Blasters can wait that long. After that, only KB can screw things up by introducing scatter.

    If a Fire Blaster throws out an AOE too early and he dies, so be it. If he can hold off that 0-2 seconds, he'll hit even more targets with that AOE goodness and won't harm efficiency in any way (Rain of Fire being a possible exception, but it at least has a slow component). If an Energy Blaster doesn't wait, same result. He will die, too. The targets may be knocked back for a second, but they get up and say: oh look, the guy who hit me! They'll also be more scattered, so they won't be mitigated as easily by others. If an Energy Blaster does wait and then throws in an AOE KB effect, then the team loses a huge amount of efficiency due to the scatter.

    Accidentally targeting anchors, ruining other characters' AOEs, wrecking taunt... KB can do that, and will on occasion, even with the best players involved. With the worst, it'll be endemic. Maybe it's only a little scatter, but that's one or two more targets to chase down when it could've been wrapped up. And how many times does that happen in any given mission? In an arc?

    Every other build, every single one, works with the pack-n-melt strategy by default. They don't have to work at it or make special accomodations. It works in open space, it works in tight confines, and it works everywhere in between. KB doesn't, because it adds scatter, which is the antithesis of what the vast majority of teams are trying to do. Every other Blaster primary (and KB is not just a Blaster issue) is a better fit than Energy under the most common and most efficient teams in the game.

    When KB "aids" a team, it does so most often by not screwing up. This can be through not using powers, by perfect positioning of the KB, and/or by the team choosing to make accomodations for KB. On rare occasion, some minion or maybe even a lieut will sneak out of the melee characters' aggro and run after some squishy... who is almost certainly capable of handling a single threat unless they're AFK. Okay, so Captain KB steps in and pokes the threat away, hopefully back into the melee, but maybe just away. Nobody takes damage while the threat gets back up and the threat likely resorts to less-damaging ranged attacks.

    Is it better than the target not being KB'd? A hold would be better, but KB is nice for that one situation, I guess. The squishy can likely handle the single instance of aggro, regardless of their AT and powerset, but better is better. Is it nice enough to put up with the rest of the issues? Not in my opinion, no. I do put up with it, because I have my Warshade and I like to team and assume that people like their KB toons and also like to team. However, I understand those people that don't put up with it or who groan when they see an Energy or a Storm join a team.
  25. streetlight

    RTTC - Change?

    Quote:
    Originally Posted by Sarrate View Post
    Sorry to nitpick, but builds do not have 350+ hp/sec passive regen, even with saturated RttC.

    Hp/Sec = (MaxHp * Regen) / 240
    350 = (3212 * Regen) / 240
    (350 * 240) / 3212 = Regen
    26.15... = Regen

    1.00 = 100% Regen
    26.15 = 2,615% Regen

    FH = 75%
    Health = 40%
    RttC = 350% (saturated)
    Total = 465% unenhanced, 906.75% slotted (95% enh)

    Assuming that you count the RttC double stack (which lasts only a server tick or so), that's still only an additional 250% (base) to 487.5% (slotted). That adds up to 1,394.25% regen. That's only halfway to what you claimed.

    It's good, don't get me wrong, but not what you claim.
    Thanks! I found the post that gave me that impression and I was seeing information that included buffs on the WP Tanker.

    It does seem like 1200% passive should be doable, though. I managed 1111% on Mids with just Healing sets and procs. Getting another 89% shouldn't be that hard, but it'd still fall short of what I was thinking. Still less than half, in fact, but a TON of regen.