Suggestion: DM/INV?
thats still a pretty relevent guide i'd say, the major changes you'll see are:
not worth slotting any one enhance over 3 slots
defence has been slashed
invincibility has had its tohit hacked
So, you'll have more slots to play with as all the Invulnrability powers dont need 6 slotting, freeing more up for other stuff
defence is cut so you'll have to slot invincibility with some defence and its probably worth taking tough hide to offset the unyielding -def
you'll need accuracy in your attacks to cover the invincibility tohit hacking.
you also require more people around you to hit your def cap with invincibility.
while i've played a dm/regen and an em/invul tank i never got my dm/inv scrapper past 12 it was really painful in comparison to the other two (i found), but i did find that Touch of Fear really is a cornerstone attack to cut down the incoming damage.
@ExtraGonk
Hmmm inv is the set I'd struggle to put DM with. Not sure how helpful Touch Of Fear is with it, but on the otherhand invincibility should gather mobs around you for soul drain and darm consumption so that could be in your favour.
I wont pretend to know much about inv, but if you have any DM questions dont hesitate to ask
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Other changes
Hasten is available only 2/3rd of the time, so it is less useful than before.
Touch of Fear has had it's Fear duration reduced. However it is still greater than it's recharge time.
Siphon Life has had it's endurance usage cut.
Most people recommend slotting an end reduction in the costly toggles ( Temp Inv and Unyielding )
Unyielding now provides very little resistant ( 7.5% IIRC ) and so I don't recommend 6 slotting it, 4 slots is all you need and I wouldn't put the 3 damage resistant slots as very high priority. Take Temp Invulnerability much earlier as it is your main defence ( along with Invincibilty). The to hit bonus from Invincibilty is now pathetic, you will need 1 ACC in all attacks.
Tough and Weave are very expensive toggles now, almost twice the endurance cost that they had before. Also they are less effective, Tough being just about worth taking and Weave not being worth it really.
Also the Resist Elements/Energies passives are pretty poor too, giving around 5-6% resistant. They don't seem worth a power pick to me.
@Unthing ... Mostly on Union.
It's interesting reading that list of nerfs and then trying to think in what way a DM/Inv has been buffed. I come up with nothing (the Scrapper damage bonus doesn't count as it's been overpowered by the wonderful ED).
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It's interesting reading that list of nerfs and then trying to think in what way a DM/Inv has been buffed. I come up with nothing (the Scrapper damage bonus doesn't count as it's been overpowered by the wonderful ED).
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Depends on where you start counting from, as with many things. Fear used to make things just run away from you, making ToF worse than useless rather than the key defensive power it is now. Unyielding used to immobilise the user - again extremely bad for a Scrapper. Both these changes would certainly be considered improvements to DM/Inv. And since you're considering something as global as ED, you also have to bear in mind that Scrappers didn't even have criticals at one point. In other words, most power sets have received quite a lot of buffs since launch, they just mostly happened in I1-I3 so were already in the game by EU launch.
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Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
And if you're looking for a recent buff, dull pain increases max HP now.
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Depends on where you start counting from, as with many things. Fear used to make things just run away from you, making ToF worse than useless rather than the key defensive power it is now. Unyielding used to immobilise the user - again extremely bad for a Scrapper. Both these changes would certainly be considered improvements to DM/Inv. And since you're considering something as global as ED, you also have to bear in mind that Scrappers didn't even have criticals at one point. In other words, most power sets have received quite a lot of buffs since launch, they just mostly happened in I1-I3 so were already in the game by EU launch.
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I was referring to EU launch.
When I was playing CoH back in January 2005, I made my DM/INV character and based him on this guide -
http://boards.cityofheroes.com/showf...part=1#2123828
I left in February 2005, and upon returning to CoH a few days ago, I learn several Issue updates have shaken up all the character classes, and so that guide is no longer beneficial for todays DM/INV builds. Since I am at a loss on what to do with my DM/INV, I was wondering if there was an upto date guide for DM/INV builds, so I can see how the Issue Updates have altered, or affected the class.
Thanks.