streetlight

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  1. Quote:
    Originally Posted by Arbegla View Post
    Why would the brute not use followup? It gives +tohit as well as +damage. Your assuming 'identical attack chains, except the brute not using its +damage power, and the scrapper is, so obviously the scrapper comes out ahead..'

    Your also not providing which attack chain your using..
    I address all that in the entirety of the post? Though I guess I didn't come right out and say that Brutes wouldn't use Follow Up, because it isn't efficient for them, as far as I can tell. The bonus is lower (30% vs. 37.5%) and the impact is significantly reduced due to lower base damage (0.75 Scale vs. 1.125 Scale). It isn't quite twice as effective for Scrappers, but the advantage is significant. You can create a Brute chain without Follow Up that does more DPS than a Brute chain with Follow Up, double-stacked or not.

    The two ATs should use different attack chains. Scrappers recharge faster, so better options are available, at least until enough recharge is added to allow the Brute to run the Scrapper chain, which would give the Scrapper too much recharge, assuming equivalent builds. If you're giving the Brute enough recharge to run the Scrapper's best chain, then the Scrapper's build should be adjusted to benefit elsewhere, so it isn't just wasting recharge.

    Which chains would be best for each is up for analysis.
  2. Quote:
    Originally Posted by joebartender View Post
    We had a whole thread on this a way back http://boards.cityofheroes.com/showthread.php?t=265173

    Long story short. Claws is better on a brute. By so little as to not matter.
    Nobody ever posted numbers in that thread or what they were based on, did they?

    As far as I can tell, faster recharge, higher base damage, and crits all favor Scrappers, but maybe not enough. Depending on the parameters (e.g. damage cap, Fury level, crit percentage, base recharge, follow up stacks, etc.), you could get very different results.

    If you assume the same attack chain and no damage buffs outside of crits or Fury (say, at 85%), Brutes would likely come out ahead (e.g. Focus DPA = 174.15 Brute vs. 150.50 Scrapper). That scenario is stacked in the Brute's favor, though, and ignores the advantages of faster recharge times and Follow Up.

    A single stack of Follow Up added into the Scrapper's damage puts them slightly over an 85% Fury Brute that isn't running Follow Up (and why would any Brute run Follow Up?). That's assuming 70% minions for crit purposes, which was a number I picked essentially at random (Focus DPA = 174.15 Brute vs. 179.44 Scrapper). A double stack increases the gap further (Focus DPA = 174.15 Brute vs. 208.39 Scrapper). I'm unclear as to how three stacks would work or even if the game allows a third stack to work.

    The downside of adding in Follow Up is that you have to eat its DPA somewhere in your attack chain. Follow Up's DPA is weak, so you have to factor in that dip with the Scrapper attack chain. One stack probably isn't worth it, but a second starts to push things in the right direction. The more damage buffs come into play with the Scrapper, the more the difference shows up.

    Haven't worked much with figuring out the optimal possible chain for either or how much recharge it would require. There are players here that are far better at those things than I am.
  3. The #1 question, which will pretty much define the answers, is: how much of a bankroll are you working with, what IOs do you have stashed away, and how many alignment merits & reward merits do you have lying around?

    Alignment merits are great for cutting costs on non-purp, non-PVP IOs. If you use alignment merits, LotG 7.5s, Miracle & Numina Uniques, and more cost 40M + crafting costs instead of 150M-200M. That can save you a billion or more right off the bat.

    At some point, though, you end up either digging into a stash of IOs or hitting the markets. Purples & PVPs can make for a bankbreaking experience if you aren't a marketeer or frugal elsewhere. Even the other stuff will run you 1B-2B if you have to buy it all.
  4. Rad, Traps, Cold and those kinds of sets require a bit more work. Toggle & refresh toggles, cast/refresh FFG/PA/PGT/AM, etc. All of those can be extremely effective (AV-soloing effective), but requires some thought and attention to what's going on. I'm thinking more of the powersets & ATs you'd give to an ADHD kid or a new/casual player who doesn't want to get into the minutiae.

    I think a Bots/FF might be an excellent choice. You get mez protection and have to do little outside of summon and move. On a team, you throw out your bubbles every few minutes and you're done. Bots/Traps would be more effective, but you've got a lot more going on and it's easy to outrun the FFG. Pet management can get a little detailed, but FF is kinder to the slacker than most.

    DM/Invuln & DM/WP were definitely in my thoughts. Toggle and go! Invuln has an extra click and a hard-crashing tier-9, but you can get away without both in a lot of cases once you get softcapped. Brute, Scrapper, or Tanker would all do well with those powersets.

    I'm not so much worried about the cost of any builds here. It's more about what a player has to do to make the most of the character. The less they have to do outside of hitting "1-2-1-3", the better. Mez protection is a big factor, which is another reason why melee & FF keep popping up in my mind.

    Without mez protection, you can run into situational issues. In the right map, a ranged-capped character can be effectively invincible. In the wrong map, they can't get enough height or a clear shot from far away. You end up having to micromanage movement more often and that's counter to my goal here.
  5. I forgot to switch the slotting in Absorption and Gravity Shield, so that's one thing to change, for sure.

    Like I said above, it isn't exactly your build and won't match the performance. Of course a build should be better if you have an effectively unlimited budget. However, mine is something like 80% cheaper and at least 80% as effective. Pareto effiency was the goal. One easy change would replace the Cleaving Blow Dam/End with either a FotG or Armageddon proc, picking up a not-insignificant bump in cost and capability, but still avoiding the lion's share of expense.

    The attack chain should be something like GW > SB > ED > SB. I think there is a 0.1s pause after ED, but it works. Emanation can pick up +100% recharge for 5 seconds out of ~14 to close any gaps, assuming you've got some fodder around when it is used. Utility powers will pop in during any extended fight (and a few typically at the start), of course, which will disrupt the attack chain from time to time.
  6. A quick mod of the build posted by Microcosm. Trades Maneuvers for Super Speed, still softcapped to all three positions. ~2.5 seconds off of perma-Hasten.

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  7. Some of the traditional "best" characters are very high-maintenance. The Rad, Cold, Kin, and Traps sets are great for top-end performance, but tend to require lots of clicks here and there, to keep up with powers expiring or set up the powers in the first place before you actually attack. So let's take this in the other direction...

    I'm looking for the slacker's choice. The kind of character any noob or casual player could do great with just by toggling up, putting Hasten on auto, and running into the fray. I'm talking about the kind of character anyone could play effectively with a bad case of the flu or half a case in their bloodstream. Pay no attention to your green or blue bars, you've got attacks to make.

    I'm leaning toward Dark Melee and Dark Blast combos for the self-heal and -ToHit. Dark Melee combines nicely with Invuln, Shield, or WP for a Brute, Scrapper, or Tanker. A Fortunata might fit the bill and be team friendly, with Mind Link being the only thing to refresh. A petless Crab tank build might be safer and require even less. An FF/Dark Defender might work, too, now that you can hit multiple team members with one cast of each bubble.

    What would you recommend?
  8. Note: just because a powerset is biased toward a particular AT doesn't mean that you should avoid playing that powerset with the other AT. In some cases, the bias is VERY small or may rely on the benefits of a Tier 9 godmode power. Powersets with large biases are noted with a "*".

    Brute-Biased Primaries: Dark, Stone, Super Strength
    Brute-Biased Secondaries: Dark (no mez auras), Elec, Energy, Fire, Invuln*, Regen*, Stone*, Willpower*

    Scrapper-Biased Primaries: Claws*, Dual Blades*, Kinetic Melee*, Martial Arts*, Spines
    Scrapper-Biased Secondaries: Dark (with mez auras), Shield*

    Unbiased Primaries: Battle Axe, Broadsword, Elec, Energy, Fire, Katana, War Mace
    Unbiased Secondaries: Super Reflexes

    Pseudopets: Pseudopets created by things like Lightning Rod or Shield Charge favor Scrappers, due to their higher base damage and the pseudopets' lower damage caps. Elec favors Scrappers in this regard, but favors Brutes a little with higher resistance caps and taunt in the damage aura, which is why I listed it as unbiased.

    Taunt Auras: If you want a strong Taunt Aura, you pick Invuln or Shield. If you want a Taunt Aura and you're a Scrapper, your options are limited to Invuln, Shield, or Willpower. If you don't want a Taunt Aura, you play a Scrapper of any sort other than Invuln, Shield, or Willpower.

    Mez Auras: The Dark secondary splits for me, depending on whether you want to use the mez auras or not. Mezzed opponents either don't attack or attack much less frequently, so Brutes build less Fury. If you want to use the mez auras, then I recommend Scrapper. If not, then Brute is the way to go.

    EPP/PPP: One Patron Power in particular heavily favors Scrappers: Shadow Meld. If you're taking the Scrapper redside or are willing to do so to get the power, then that extra defense can tip the balance for Regen and possibly other sets toward Scrappers. If you're looking for another great attack for your chain, Brutes love Gloom.

    Proliferation: It'll happen someday. Scrappers will get Super Strength and it will heavily favor them (+Dmg). Brutes will get Spines and it will heavily favor them (Damage Aura). Stone Melee would be neutral, but Brutes can get a little more out of Granite, so Stone Armor would remain Brute-biased.
  9. streetlight

    Concept help

    Quote:
    Originally Posted by Laevateinn View Post
    Note that I'm not asking for playstyle or game mechanical advice. I'm interested in how natural the concept of Fire/MM as a phoenix feels to others, and whether people will keep thinking of that Marvel character when they look at her powersets.
    If Fire's PBAOEs didn't say "Phoenix" to you, then... yikes. It seems like you might have an aversion to melee range? If so, MM's best power (the best power available to any Blaster secondary) is also a PBAOE and it'd be a shame to see that go unused. Dark sounds thematically closer to the soul shredding thing, but it's loaded with melee. Maybe go Energy for Conserve Power, Boost Range, and Power Boost?
  10. Quote:
    Originally Posted by DefenderOfFlames View Post
    Thanks a lot for all of the advice guys, I'm taking into account everything that everyone has said and am pretty sure that I am going to start reforming my tanker so that he has hit a few soft caps.
    Be careful what you wish for...

    Right now, you can pop a single small purple and softcap to EVERYTHING. Shift to S/L softcap and, sure, you cover 60%+ of the damage in the game, but you become wholly vulnerable to everything else. Then you're popping 2-3 small purples if something non-S/L pops up, which is a lot more common now. If you want to do Incarnate content, and it appears that you do, then I recommend sticking with your positional defense plan.
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Unfortunately it looks like you don't have the new version of Mids yet? It's silly to pull Kinetic Combats and LOTGs, for one I doubt you could get the recharge for my attack chain without the LOTG's without severely sacrificing survivability (which you've already done by pulling Kinetic Combats) and enhancement values in said attack chain would be lacking without the slotting used. The FOTG -res proc in Orbiting Death and the purple procs in my attacks are also contributing a lot to my damage output- I doubt this would have been doable without them.
    Check your Mids for updates. Newer versions can open older versions, but older versions can't open newer versions. My guess is you haven't updated since the initial i21 update...

    For reference, newer versions never have problems opening older version's data chunks. Older versions of Mids, on the other hand, cannot open newer datachunks. So if you ever find yourself unable to open a datachunk, you're likely outdated.
  12. Quote:
    Originally Posted by Ultimus View Post
    Here's my question, why are people stacking typed defense instead of positional such as melee? Wouldn't it be better to max out your melee defense so that it includes all types of melee rather then limiting yourself to just smashing/lethal?
    All of the things said before pretty much cover it. I would add that Ranged defense is probably the second most important after S/L. Alpha strikes are almost entirely ranged and many attacks that aren't pure S/L are ranged. If you can cover both S/L & Ranged, you're in great shape. The only attacks that get through at that point are pure E/N/F/C AOEs and maybe a couple melee attacks. You'll pick up quite a bit of melee defense going for S/L bonuses and E/N going for Ranged bonuses, so you cover a lot of ground with just those two.

    You can usually get away with pure S/L blueside. When running mixed or redside content, things get a little more risky. I tend to notice the additional pure Energy & pure Psi damage most, both of which tend toward Ranged.

    Also, just because a bonus isn't optimized for positional defense doesn't mean it isn't useful. It's nice to get 3.13% E/N defense from 3pcs of Eradication, but don't forget the 1.56% Ranged that comes with it. Stacking smaller bonuses on fewer slots can still be very effective - and it'll help cover the typed defenses.
  13. I recently made an MA/Regen build for a friend, focusing on recharge and 20.0%+ defense to all positions (one medium or two small purps from softcap). I dropped CJ & SS for Hover & Fly to get your preferred movement power. If you're willing to go redside for a little bit, you could get even more survivability, but this was made assuming blueside only. Caltrops is a nice alpha-breaker that adds in some damage while helping survivability.

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  14. Quote:
    Originally Posted by Giant2005 View Post
    In adition to Streetlight's changes, you are better off ditching Cardiac and Taking Spiritual. With Spiritual's recharge, you are only 0.4s off your optimal single target chain of: Scorch -> Incinerate -> Scorch -> GFS.
    The endurance issue is easily mitigated by ageless and ageless also provides an average of +20% recharge, which is exactly enough to remove than 0.4s delay off the attack chain I mentioned.
    Spiritual+Ageless is a great offensive combination. Could get rid of Conserve Power & Physical Perfection with that change. Add in... Tactics & Vengeance? Use Tactics to mule the Rectified Reticle +Perception (don't actually run the toggle) and slot Vengeance with a LotG 7.5%. On the other hand, Cardiac+Barrier and Cardiac+Rebirth are great defensive combinations. Go with what you like.
  15. You can see THB's build in his AV-soloing post. It's loaded up with purples and out of the reach of most players. He spent a ton to get it to that point, but... maybe he didn't have to spend quite so much?

    Below is a more reasonable build. I pulled all the crazy-expensive stuff, but left several purple pieces in (no more unreasonably-priced than Kinetic Combats or LotGs). Net result? Several billion inf saved and not THAT much effectiveness lost. You could add in the big procs at a cost of another 1.5B or so and get back a chunk of what was lost, but I wouldn't say that it's necessary.

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  16. On an MM, I'd probably lean toward Thermal. Your attacks aren't as beneficial to team success as a Corruptor's (your pets handle that semi-autonomously), so you can budget more time for buffing/debuffing. I also like the ranged nature of the buffs/debuffs for keeping the MM out of the fray.
  17. I like going with 32.5% defense to all positions. That allows you to pop one small purple and softcap to everything.

    Easy changes: 1) swap out the 6pcs of Numina's in Healing Flames for 5pcs of Doctored Wounds; 2) move the saved slot to Scorch, slot with 6pcs of Mako's to take advantage of the proc in your most often used attack; 3) swap the Regenerative Tissue unique out for a Numina's unique; and 4) swap the BotZ Move/End in SJ for a BotZ Move since endurance won't be a problem when you're using SJ.

    You maintain your defense & recharge, pick up proc damage in Scorch, and jump higher/faster out of combat. Nothing too spectacular on the upside or the downside (-7hp & -25% regen), but that's how I'd make changes on a similar budget with the same powers.
  18. Every time I zone, my opacity resets to 53%, which is a headache inducing state. It makes me not want to play the game, especially if I'm doing a round of crafting which has me zoning repeatedly. I sent a bug report when it started (with i21) and was informed that it was being worked on, but... still with the headaches. I want to play the game, but lots of other possibilities are out there that don't give me layers of see-through screens to sort through.

    As a temporary fix, how about making the default opacity setting 100%? The dim feature seems to work fine, so that would be an option for fans of the see-through interface.
  19. Took me nearly four years to start making one and I keep asking myself why I waited so long...
  20. No love for Kat/Dark or Dark/Dark? Crazy heal, mez toggles, and your choice of +Defense or -ToHit. Not quite as good against single difficult targets, but unbelievable against the hordes.
  21. streetlight

    Best confuser

    If looking for confuse effects, then look no further than Mind. You get a nice AOE confuse and a single-target confuse, plus the standard controls. For secondary, it's a tough choice. For Controllers, I'd say Rad, Cold, Poison, or Storm. I would probably lean toward Rad (AM is worth it). For Dominators, Psi is the most thematically appropriate, while Fire is the most damaging.

    Illusion has a single-target confuse, but has tons of other capabilities that make it one of the most powerful sets in the game. Rad is the easiest to build (AM helps get perma-Hasten, which helps get perma-Phantom Army), but Cold is slightly more effective.
  22. Quote:
    Originally Posted by Domin8 View Post
    I know that powerleveling is generally frowned on, and I was never a fan of it as the whole point of CoH, to me, was enjoying the arcs, learning skills and tactics as you add powers, etc...
    Powerlevelling isn't frowned on quite so much anymore. You still have a very vocal minority that will cry and moan about it, but a lot of players have gotten past that in favor of enjoying the characters they want to enjoy at the levels they wish. The "learned skills and tactics" are highly overrated for experienced players. If you've put any time into the game at all and teamed with a range of ATs, then you can pretty easily pick up any powerset blind at level 50 and be fine.

    Quote:
    that being said, what would you recommend as the quickest way to get to 50? I'm guessing the answer is the standard "run a bunch of scanner missions and get on teams", but I'm open to suggestions.
    Thanks for any insights.
    I would say to do the Weekly Strike Target each week, plus as many task forces and trials as you can cram in. Scanners are slow, run tips if you're going to do that sort of thing so you at least get a-merits out of it. Stick to highly-populated servers, to faciliate larger teams. Run on large teams when you can, run with large spawn size and low difficulty when you can't. Frankenslot with cheap IOs starting at L22, for more effective slotting than SOs and to avoid reslotting every five levels.
  23. Final Build!

    Dropped the Glad Armor (I plan to run Barrier and it wouldn't be needed), shuffled my -KB, added a Kismet 6%, dropped the Achilles' Heel proc, and added a Force Feedback proc to Disruptor Blast.

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  24. Here is where I'm at now. Still no Aim, but I've got the full set of pets to work with. Wide Area Web Grenade and Frag Grenade have been replaced by Web Envelope and Disruptor Blast. The Leadership toggle had to go, too. Melee & AOE Defense drop to 31%, but I'm willing to eat the risk there. Tempted to go Hover+Flight instead of CJ+SS, but for now I'm sticking with the stealth option.

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