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Posts
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Joined
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Apologies, I did try searching but my search Fu is so weak that my impatience beat it up and stole it's lunch money.
I love my SS/FA and he has just got the judgement and interface slots unlocked. What's the info. on how the different incarnates work in practice please? All I've found so far is that Ion doesn't chain if the first target is a miss and nothing really on the interface choices.
Thanks in advance, any info. would be much appreciated. -
Please can someone tell me how to unbind a key and go back to it's default?
Thanks -
Thanks for info.
TBH I just want a good and highly active VG on Victory. I thought ranking might show this but it seems not. I'll think on. -
Anyone know the command to get the current 'Top 10' ranked VG/SG's on a server?
Thanks in advance. -
Plus at the recharge level for permadom your /Earth attacks are up again really quickly and you're getting a full endurance refill every 90 seconds.
Those in the know say permadom beats out defence in nearly all situations. -
I've recently levelled both a Plant/Storm controller (50) and a Plant/Psi dominator (40). Given the primaries are the same I feel able to offer some insight.
By the early to mid 30's my controller was a beast able to control and destroy x8 spawns and just got better as I added more AoE damage (tornado, lightning storm etc), IO's and APP's. He is still ridiculously fun and capable at 50.
By contrast I have to force myself to keep going with my dominator sometimes even at level 40. He can solo x8 but regularly dies from mobs who break out of the shorter duration controls and just makes harder work of getting the same job done. I think the main reasons for this are that the dom controls are shorter and doms really struggle for slots until much later (leaving some damage powers under-slotted until later in the game).
Don't get me wrong, I keep going because once IO'd and perma-dom'd I think the dominator playstyle will be really enjoyable so no complaints here.
In summary, controllers control much better early game (and with the right power set combos can even compete damage-wise). Late game their buffs/debuffs can add real value but they fall behind in other areas. Both AT's are hybrids, it's the control/support (controllers) or control/damage (dominators) COMBO that keeps both AT's competitive throughout the game. -
Someone did tell me that Rogue or Vigilante status did stop you getting some accolades. It's probably worth going to full Villain just to check. Hope you get it sorted.
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It's been mentioned that Spore Burst is situationally useful if you aggro a 2nd group or get ambushed, this is certainly true. Then there's the relatively cheap purple slotting, again already mentioned.
I think my final reason for liking it in Plant builds is that it has a noticeable impact on taking the alpha from a group. Typically I lead with Seeds, leave them to bunch then lay down some AoE. Before strong recharge levels anything missed by Seeds (some range works wonders in Seeds) is left to pound away at your HP whilst you try to lock them down or 'arrest' them. Spore Burst gives more breathing room under these circumstances.
It won't suit every player or every build but I like it and find it definitely has it's uses. -
Given Scrappers' base damage advantage coupled with AAO and the proven way Shield Charge favours them it is widely accepted across all forums SD is better damage-wise on a Scrapper.
Detailed analysis is always welcome so thank you for the work put in.
Discussing power combos that alter that balance is interesting though. Anyone got any thoughts on SS/SD brutes bucking or shifting that 'Scrapper for SD damage' belief?
Permanent/stacked rage works well with AAO and Footstomp is arguably one of the best AoE's in CoH. It's downside used to be end use but Alpha and Incarnate solve much of that. -
No expert but I can give you some starting tips.
On DM you don't need both Shadow Punch and Smite, drop Shadow Punch is the usual view. Also you shouldn't need Dark Consumption, Power Sink already gives great end recovery and you have better AoE's in the Epics. With Elec Armour many don't take the T9 Power Surge, it's a big crash and arguably is rarely needed.
If you're looking for solid example builds I'd check out SS/ELEC on the brute forums and DM/Inv/Shield/SR from brute and scrapper forums. You can combine best of both to make a really powerful toon. I think you want to shoot for capped S/L defence with enough recharge to run good attack chains and have Energize and Power Sink popping fast.
Hope this helps, I also have a neglected 50 DM/Elec so I'd love to see an expert post a reply. Julius Seizure used to post great info on this combo but not so much lately. -
I'm puzzled by the negative comments re Alpha Cardiac.
Footstomp, Blazing Aura and Burn are often 6 Obilteration slotted for the great S/L and Acc + Rech bonuses. But this only gives 19% end reduction with 50 IO's so I'd have thought with all that room to the ED cap Cardiac would've really helped.
Does this not pan out in practice because I was planning on going that route myself? -
Thanks for the input both. Given that it's only the Kinetic C and LoTG IO's that are pricey on this build I think I will make both by using my alt build.
I can drop some defence, raise recharge and take Mu for more damage on one build and leave the other build as pretty much S/L/E/N soft-capped.
If either doesn't work for me those IO's are always useable on another toon.
One last question, are Accolades affected by Global recharge? -
Thanks for feedback Syn, I will need to think about how I want to play. A few immediate questions spring to mind
With the orig build I could ignore def insps and just make reds to keep damage up couldn't I? Also how much regen is good with a single target for WP? Finally it would be great to know if there's a way to see power recharge times in Mids factoring in Global Recharge etc., is this possible. -
Feedback most welcome to see if I have left any obvious holes in this build.
Goals were medium price, generally good all-rounder with ability to tackle end-game TF's. Thanks in advance.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Eugene X: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(7)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(15), Heal-I(15)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(9)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(17)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(50)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19), BasGaze-Acc/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-EndRdx(25)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(46)
Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(31), RechRdx-I(31)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29)
Level 22: Combat Jumping -- HO:Enzym(A), HO:Enzym(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(36)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Foot Stomp -- FrcFbk-Rechg%(A), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Rchg(42), Mocking-Taunt/Rng(43)
Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
Level 44: Dark Obliteration -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(45), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(46), SipInsght-ToHitDeb/EndRdx/Rchg(46), Dmg-I(48)
Level 47: Darkest Night -- HO:Enzym(A)
Level 49: Super Speed -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31)
Level 4: Ninja Run
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Thanks for the feedback all. I will definitely make the Freezing Rain change despite the weirdness of hearing Mezzo recommend LESS proc damage!
Re Alpha/Incarnate please can someone answer a noob query. Am I right that Alpha/Incarnate each have a single slot where you can swap in and out the highest tier of your choice?
If so I will be running Cardiac T4 to help with end (and the extra range doesn't hurt Seeds either). For Incarnate, Reactive Interface proc damage looks good or perhaps one of the Judgement AoE's, any other suggestions? -
Possibly the worst case of documented altitis ever. It's taken me 7 years to get my first hero to 50. He's a Plant/Storm troller and has been fantastic to play.
At 50, and having served me so well, he deserves to be IO'd out so I've attached a proposed build for you all to critique please. I could use the feedback from better brains than mine so all comments are welcomed.
Build goals are a good general purpose 50 toon capable of handling x8 spawns, tip mishes and endgame TF's. Budget is up to a few billion.
Thanks in advance and sorry for lack of Mids skills.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Starspore: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- Lock-%Hold(A), Dev'n-Hold%(3), BasGaze-Acc/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/Rchg(43)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- GravAnch-Hold%(A), Enf'dOp-Acc/Rchg(3), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-EndRdx/Immob(9), Dmg-I(17)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(15)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Acc/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Conf(13), CoPers-Conf/Rchg(13), CoPers-Conf/EndRdx(15)
Level 10: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(17), Posi-Dam%(19), ImpSwft-Dam%(19), ShldBrk-%Dam(21), RechRdx-I(21)
Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(25), Lock-Rchg/Hold(43)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), RechRdx-I(27), RechRdx-I(29), Posi-Dam%(29), ImpSwft-Dam%(31)
Level 28: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(34)
Level 30: Spore Burst -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep(36), FtnHyp-Sleep/EndRdx(46), FtnHyp-Plct%(46)
Level 32: Fly Trap -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(34), Achilles-ResDeb%(34)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(37), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39), C'Arms-Dmg/EndRdx(39), RechRdx-I(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40)
Level 41: Hibernate -- Mrcl-Heal/Rchg(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Hover -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(50)
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If you're looking for how things have changed you REALLY need to check out the new Incarnate content.
There is a thread running right now in this forum about the big boost in damage Plant/Storm & Fire/Storm can get by going the Reactive Interface route. Basically it adds regularly proc damage to pets and pseudo-pets (Plant/Storm have an embarrassingly large no. of these).
This is all anecdotal for me (my 50 Plant/Storm hasn't got there yet) but the results reported look VERY impressive. -
Time to say many thanks to all who have posted.
It looks as though it's mainly a playstyle thing and Scrapper vs. Brute are pretty close in performance which is a credit to the Devs.
One question I still had was whether Shadow Meld made any real difference? It looks like a great defence buff (does it increase or replace other def %'s) on a short timer but there doesn't seem to be much love for it here. Of course it might just be that if you're already soft-capped, anything it adds isn't going to help.
Thanks again, I am going with brute for now because I want the ability to tank some of the Incarnate content as effectively as I can whilst still putting out very good damage. -
I was looking for something tough to take into the new endgame content and DM/Inv seems to fit the bill but should I go Scrapper or Brute.
Brute's higher HP will be good with Dull Pain and Siphon Life and Gloom and Darkest Night won't hurt damage and survivability.
Against this Scrapper's higher base damage will take things down quicker and be great with Soul Drain. I was also thinking Shadow Meld could add a layer of defence to IO defence bonuses and Inv resists for any really bad spots.
There are some great game brains and builds on this forum so I posted wondering:
a) if I missed some factors out and
b) what the general consensus was on Scrapper vs. Brute for DM/Inv?
Many thanks to all who reply. -
It's a scrapper I've moved but it's really a general forum query true.
Shame about the badges, I picked up the first 3 exploration safeguard badges because it's the first 3 mayhem exploration badges I can't do (without malefactor) crossing over at lvl 20.
Good info on 'no accolades until full villain' thanks for heads up. -
Just wondering if the first 3 safeguard exploration badges count toward the Villain 'Invader' badge, or do I still need to get the first 3 mayhem exploration badges after going vigilante?
Thanks in advance to any who answer. -
Seeds can feel like it 'IS' the plant set early on and I think there are a couple of key reasons for this.
a) It really is that damn good, put it in any of the Dom power sets and it would grab attention compared to the other early level powers
b) Plant's other good powers either come late or only really start to shine as brightly as Seeds when SO multi-slotted or with global recharge. Carrion Creepers is a great power but comes at lvl 26. Roots and Vines are also very nice but you only really notice that with more slots (Roots) and higher recharge/duration (Vines).
Stick with it if you can. The set definitely feels more multi-powered later and well built Plant Doms can control and melt 50 or more mobs at a time. As CoH AT's go that's close to top of the food chain and more importantly loads of fun.