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Posts
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I backed Little Whorn up when he declared the fix originally and the red-name response was no change had been made and we were seeing observational bias.
Then I didn't care because I KNEW 100% that it had been changed and the ATO proc now worked fine in Plant Control's 'Roots' power.
This has recently changed again without question. It's just too obvious to miss if you monitor damage buffs through the combat modifier window. Before I could normally achieve triple-stack of the proc with occasional drops to double-stack. Now I can get single-stack with a double occasionally and rarely a triple.
I can't say what they've changed but I am certain a change has happened. It's annoying because IO'd I just use my AoE chain with no ST, stuff dies too fast to bother.
The only slight upside is that the ATO proc is cheap enough that the last time I had to move it I just destroyed the old one and bought another so no need for a respec. -
Some changes coming for ATO procs so that they'll use the actual recharge time to calculate it's proc % instead of base recharge.
Devs are raising PPM nos. to compensate but it still means current thinking can't be relied on past Issue 24.
Hopefully this change will arrive with a free respec. -
It's a challenge for sure but I love the all-round survivability options and Dark Regen won't let me walk away from this combo lol.
I'm thinking of dropping CoF and forgetting Soul Mastery completely. With soft-capped positionals and a range of T4 incarnate powers you could swap out to suit the enemy or task. This should leave me with a great all-round toon that could tank or solo as required.
Of course then I start thinking about Staff/Elec with all it's built in goodies and I get a Mids craving all over again hehe. -
Working on this combo myself but am wrestling with the holes.
I see ST damage, accuracy, end use and recharge as the challenges. I'll break out lore pets for ST and set bonuses will hopefully get ok accuracy but I'm struggling to get everything I want elsewhere. Things like Cloak of Fear, Barrier and Darkest Night seem great survival aids at top end but then end use or recharge take a hit.
Anyone have any ideas? Thanks. -
Quote:It's down to two main factors which apply to all SD Scrappers and Brutes:Why is this the case? I understand that Shield Charge does more damage on the Scrapper...but why is "the combo" better on a Scrapper than a Brute? Is it something more than just Shield Charge?
1) Scrappers get a LOT more from AAO than Brutes do, scrappers base damage is 50% higher so AAO's increase is generally 50% higher as well.
2) Shield Charge has a 400% damage cap in the game. A Brute with the base power plus even 3 damage SO's and full fury will hit this cap. This means they get 0% bonus from AAO and any Build-Up powers or team damage buffs. As Scrappers don't have fury they have 200% extra damage to play with.
Brutes have a slight Hit point advantage which can be enhanced but many players feel the loss of damage on a Brute puts Scrappers in front for the SD power set. -
THANKS, this seems to back up recent live experience from a few of us.
Which leaves the question was Synapse wrong to say there've been no recent changes? The alternatives to this seem to be that:
a) the player base testing en masse was wrong and the ATO procs were firing fine in AoE's from the start
b) the test server code was always bugged whilst the live version was always fine.
It doesn't matter I guess as I can now get good proc rates from the ATO's in my AoE chain. Hope this applies to other AT's as well as it gives us all more slotting choice. -
There's a 'Build' thread somewhere on scrapper forums where Bass_Ackwards (spelling may be off) has a top-end Dark/Inv build that's VERY good supposedly.
Probably needs updating but it's a place to start. -
When the ATO procs were introduced a quickly and firmly held belief emerged that it was better to slot them in ST powers and not AoE. All evidence seemed to suggest that in AoE's, even when fired at large groups, they just didn't fire as much as in ST powers
I have a Dom +Dam proc in the AoE immobilise 'Roots' currently live and it works fine. I run x8 and it triple-stacks easily. Synapse has apparently PM'd someone saying no change has been made.
Something is wrong here. Either the player base was totally wrong at the start or an intentional/accidental fix has happened Please can someone try this and update the forums.
Sorry for not doing this myself but I play rarely and KNOW that others are better qualified to look at this than I am. Even more so because I'm one of a small number saying it's now fine. -
Please can someone point me to some info re this.
I don't understand why my main toon doesn't have the option under 'Manage' nor how the whole thing works.
Thanks in advance. -
Had same problem with Gabriel and repeating missies ib Ouro DOESN'T help sadly.
When I contact him again after completion he still shows arcs as uncompleted. -
It'll need testing for other ATO's but we seem to have confirmation that the Dom +Dam proc is now firing properly in 'Roots' an AoE power.
IF they've stealth-fixed ATO procs in AoE powers this might open up other powers for you to use. -
Semi-related and could have an impact here, confirmed on Dom forums they seem to have fixed the Dom ATO AoE problem.
Since the last patch(?) the +Dam proc seems to be firing as consistently (up to PPM limit) in the AoE power 'Roots' as it does in ST powers like 'Subdue'. Possibly a change in the AoE factors affecting ATO procs but I'll leave that for the number-crunchers to evaluate.
I'm just happy I can get the proc into a power in my attack chain now. -
Quote:Very good news there. Wasted opportunity not to mention this and the changes to /dark trollers fade & soul absorption in the last patch notes though. When a dev puts work into delivering a requested improvement/fix for the players, they should announce it. Why let us stumble on it and miss the goodwill/marketing opportunity?OK, just respec'd and slotted the proc into roots. They fixed it. It works now and I can easily keep it double stacked, triple stacked on tough spawns. It works at least as well as it did slotted in subdue now. Oh happy day! Well played, devs. Sneaky little fix.
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Quote:Do we have confirmation of this fix to the AoE proc problem? I spam roots all the time and almost never use ST powers so I'll be happy if they've sorted it.I didn't see anything about it in the patch notes, but I ran a bunch of tips today on my Plant/Fire/Fire. She has the superior ATO proc slotted into Roots.
I noticed that the proc went off very nearly every time she cast it, no matter how many enemies were being targeted. Can anyone else verify? It looks like they might have fixed it so that it goes off in AoE powers as often as it does in ST powers as it couldn't (and still can't) proc more than once per cast anyway.
If so, I'm pretty happy with it. -
Please can someone point me to the forum discussions re this from the Beta tests.
Having trouble locating it, thanks in advance. -
As you've had no replies see my reply on this combo to Fox
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This power set combo was discussed a lot recently in Combat's TW/ELA Optimization post (currently on pg. 2 of this forum).
If I were you I'd start (and maybe even post) there. -
But unless I'm looking a huge and very tough gift horse in the mouth, that 33% is just 33% extra on the base of the power.
So allowing for ED that's +5% or so on a 22.5% shield? Btw I'd LOVE to be wrong and it's a hard 33% number. -
All I can add is to detail a practical example.
During lunch I came to this section to see if it had anything about TW builds (no excuses, bandwagons to me are like a car is to a dog. Once it rolls past I gotta get me a piece).
The first page has loads of builds I don't want but this post caught my eye. Now I'm off to the Brute and Scrapper sections to get the info I want. -
Check out bass_ackwards (apols. for capitalisation which is wrong) posts for Succubus Kali's scrapper build. Rumour has it, very expensive but nigh unkillable.
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Think of confuse xp like this. You're out with a friend and decide to have a burger but he's not sure he wants one.
You can buy one and eat it all yourself or he says he'll pay for half but only wants a quarter of yours. Sure you only get 3/4's of a burger but you only paid 1/2 for it, if you're lucky he's still hungry and agrees to do it again. Then you end up paying for 1 burger but you get to eat 1 and 1/2.
In CoH terms, xp is the burger and time is the $. Imagine two teams doing exactly the same mish arc one after the other. First team doesn't use confuse and the other does. First team gets more xp from the arc but has to log at the end. Second team finishes the arc with less xp but has time to do it again and ends up with more xp overall.
Hope that makes sense. -
Here is my current build for comparison. Capped S/L with decent recharge for permadom and faster attacks/holds make it pretty solid. Hope it helps.
One question I did have though is what is everyone using for incarnates pn plant/psi. End isn't much of a problem iwth Drain Psyche so are you all going Musculature and then what's useful for the otehr incarnate slots please?
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-EndRdx/Immob(7), Dmg-I(9)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(46), FtnHyp-Sleep/EndRdx(48)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(13), Range-I(13)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(45)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(31), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34)
Level 20: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(21), Nictus-Acc/Heal(21), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Rchg(25), P'Shift-EndMod/Rchg(31)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), RechRdx-I(27), RechRdx-I(29), Posi-Dam%(33), ImpSwft-Dam%(36)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Def(A), HO:Enzym(37)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Rchg(39), C'Arms-Dmg/EndRdx(40), C'Arms-Acc/Dmg/Rchg(42), Achilles-ResDeb%(43)
Level 35: Super Speed -- Clrty-Stlth(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42), Achilles-ResDeb%(43), LdyGrey-%Dam(45), Posi-Dam%(46), ImpSwft-Dam%(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), HO:Enzym(45), HO:Enzym(50)
Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(50)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
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Only thing that's putting me off is worries re low resists to energy damage, especially with iTrials full of it.
How do others handle it? Scrappers take Shadow-Meld maybe or is there another way?
Re the original question I hear a lot of good things await those who are patient with DA or can invest some infamy. -
For some weird reason I cannot load Bass's build either via link or data chunk. I get an error about '. . . cannot load past the end of . . .' or some such.
Any ideas anyone please? -
One other thing to mention is how the DM/FA and SS/ELA combos fit into things.
Dark Melee will shore up some of FA's squishiness early on because of Siphon Life's nice heal. The trade-off is that you lose Footstomp from SS which arrives at 32 and is a REALLY good AOE attack (DM is known for good ST but weak AoE damage).
SS/ELA is popular again currently for several reasons. It's a great all-rounder, solo or teamed it handles ST or AoE well. Nice tools like end-drain resist, a heal/regen and extra recharge help too. Finally it IO's very nicely and with capped 90% energy damage resistance copes great with the end game incarnate stuff. SS/FA will beat it for AoE damage though.