Recluse Strike force build advise
You're underslotted on ACC, a second ACC in every attack would help.
Maneuvers isn't great, it's better to get Tactics (AVs resist defense debuffs, Tactics is better than RI there) and rely on Lucks.
You really want to hit with LR every time you use it. I'd suggest swapping the slow for a ACC, and/or put a third recharge in Aim. LR and Aim have the same recharge time, so with the same recharge boosts in both you can do Aim before LR everytime.
End reduc in Power Sink ? Unless it fits your playstyle it's a waste IMO, just put recharges in that.
Summon adept with one slot won't be great. You could pick Fallout instead, people often die in RSF and Fallout is a great debuff even if you don't slot for it. -50% res for 30s on a even-con IIRC, and high damage/acc/def debuff too.
Haven't got much time to comment atm since I'm at work so won't comment on the build just now.
I would like to know though if you count on specific teammates for it? and if so...what power sets would they have?
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
With aim my accuracy has never been a problem, In the final mission Im not doing much attacking anyway but that might prove me wrong as the heroes get thinned down.
I agree tactics would have been a better choice than maneuvers as relying on lucks is what it all about.
I don't actually need to hit with LR for it do do what I want with it -regen.
End reductions in Power Sink, Very specific reason for this is when it doesn't hit anything you are already usually very low and I dont want my toggles dropped if I can help it.
I dropped Fly and Hover and stuck with what I am used to, Cj, SJ, Accrobatics.
No room for Summon Adept and realise I should probably have taken fallout rather than EMpulse.
Thanks for comments though. I still have another respec left and might change this.
I largely team with a /Kin and plan to in the RSF
Any more feed back is always welcome.
You need to hit with LR for any of the effects, including the -regen, to affect your targets. It's just an AOE attack with slow & regen components.
Cheers mate, I know I learn something new everyday but that one was a surprise, I thought unresistable meant that the -regen hit regardless. Silly me, guess I just didn't miss much with it that often before.
Well guess that slow is out and an Acc in it as suggested.
That should help for sure with the RSF.
Hmmmmm. Actually you've sown a seed of doubt in my brain now. I had always assumed it still needed to-hit.
I still think it does but I'm basing that on the fact that the Trick Arrow Ice Arrows -knockback is unresistable but you need to hit with it, otherwise Propel knocks back as normal.
Lexce and Carni has said most but here's my 2 inf about the things not covered by them (those 2 always gives sound advice ).
Attacks: Slot these with 2 acc, 3 dmg and 1 rech...dont mind end reds.
Dont take RoF....unless you want it to scatter in the Heroes and then turn around and kill you...all it'll do.
Radiant Aura: You want this to be 3 heal, 3 heal
Radiation Infection: You don't really "need" the defense debuffs here so if you need slots you could take some from here....doesn't hurt to slot it with defense debuffs tho.
Health: You have a selfheal...skip this and get hurdle instead.
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I don't actually need to hit with LR for it do do what I want with it -regen.
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It needs to hit...go 2 acc, 3 rech and maybe 1 end red here.
Enervating Field: Could drop the 3rd end red here....especially seeing you'll have power sink and a kin speed boosting you.
Assault: Same as EF above.
Vengeance: The defense buff is the main part here so the 3 other slots arent that needed...guess you could slot for tohit if you really had the slots.
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End reductions in Power Sink, Very specific reason for this is when it doesn't hit anything you are already usually very low and I dont want my toggles dropped if I can help it.
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Power Sink is autohit.
Charged Armor: Look at the EF and Assault comments.
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I largely team with a /Kin and plan to in the RSF
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Won't even need Power Sink then....but it always nice to have.
Rest should be covered by Lexce and Carni
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
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Hmmmmm. Actually you've sown a seed of doubt in my brain now. I had always assumed it still needed to-hit.
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I nearly posted before to possibly dispute what you said, but I wasn't entirely sure either, so I didn't post.
The Devs have said LR is the only -regen debuff that is unresistable. Either that means the -regen part is auto-hit (and only the -rchg and -spd parts of LR need a hit to work), OR possibly AVs/EBs/GMs have some way to resist -regen debuffs (like /SR defence sets have a chance to resist all/part of defence debuffs) which would mean LR is the only power that circumvents that resist. Either way I'm confused
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Power Sink is autohit.
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Why have I missed then, maybe out of range. Im not sure on its range maybe I should check it to find out.
Reading what you are saying but where do I put all those extra slots. I have to put them somewhere, I thought that I had covered them quite well. Possibly for the extra acc enhancements but Im not missing much at anyother times.
I just do not want this build for recluse I want to be somewhat effective at other times.
Rain of fire will not be used on the recluse strike force final mission, however it is very handy when you want to hit a glowie (getting warburg warheads) tonight it saved my life twice. Sometimes a mod scattering is what I need but its situational. Other times in the srike force when the mobs are locked down its handy to have when in scourge.
Getting late now I will try to build another version in hero planner. The one I did respec took SJ CJ and Accrobatics.
Hover and fly I am just not used to.
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Hmmmmm. Actually you've sown a seed of doubt in my brain now. I had always assumed it still needed to-hit.
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I nearly posted before to possibly dispute what you said, but I wasn't entirely sure either, so I didn't post.
The Devs have said LR is the only -regen debuff that is unresistable. Either that means the -regen part is auto-hit (and only the -rchg and -spd parts of LR need a hit to work), OR possibly AVs/EBs/GMs have some way to resist -regen debuffs (like /SR defence sets have a chance to resist all/part of defence debuffs) which would mean LR is the only power that circumvents that resist. Either way I'm confused
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Me too. Where the green headed one when you need him?
I'm thinking along the lines of your last suggestion, if it hits them it isn't affected by any anti -regen powers they might have as protection.
I suppose a test in the Arena with a Rad & a Regen scrapper would resolve it.
By the way EMP has an even bigger -regen component in it, also marked as non-resistable. So maybe Accuracy & Recharge for the RV villains, although it does bestow a -recovery on you, wrecking your End Bar. But thats what your Kinetics teamie is for after all
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Me too. Where the green headed one when you need him?
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I think I might have annoyed him at one time about lvl difficulty preferences, I hope this isn't actually the case.
Anyway here is what I have found out be it 100% accurate or not it sounds about right.
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Resistance to a status effect or debuff determines the magnitude and/or duration of the effect. It has nothing to do with the to-hit roll of the power itself which is based on accuracy and defense. Some defensive sets offer resistances to debuffs. Lets take slow for an example. Defense against slow will stop you from getting hit at all. Resistance to slow will reduce how much is slows you and the length of time you are slowed. Some debuffs are typed as unresistable meaning that despite what defenses you have you get the full magnitude and duration of said debuff.
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So basically you can "miss" with the power but the actual effect isn't resistable if it hits.
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By the way EMP has an even bigger -regen component in it, also marked as non-resistable. So maybe Accuracy & Recharge for the RV villains
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I was thinking about this last night myself, the conclusion I came to was that for that -regen to work the power would have to hit for the unresistable -regen to work and if it hit the heroes they would be held. I don't do the numbers thing but I don't thing the magnitude of the power is close enough to hit an elite boss.
No thats not true. The -regen will work if the To-Hit succeeds, they won't need to be held.
Holds bestow a Mag level hold to the bosses for the duration. If at any time thats greater than their current mag they become held. So even though they don't freeze in their tracks the Hold DID work, its just their current "Mez Level" is less than their Mez Protection level (7 or 27) so they aren't frozen in their tracks by it. A weird side effect of that which I've seen is Carni triple stacking confuses on a AV with Purple shields up (so no effect), the team attacks him, a few seconds later the Purple Triangles expire and suddenly the AV gets confused as the Mez level of 9, which was way less than 27, is greater than his new protection of 7.
I'd slot for Accuracy & Recharge and ignore Hold Duration. The extra Mez level 3 it will put on them won't be enough for a Rad Corrupter to hold them.
(This is the plan for my Grav/TA controller. He may be able to stack enough level 3 hold mezzes to hold an AV and the -recharge of EMP Arrow will affect him even if he's not stopped in his tracks)
Don't know if I explained that very well...
You did explain it well mate, its not always easy understanding the game mechanics but it sure does help trying to.
With EMP properly slotted, and if it does hit surely its a better power than LR as its range is much further. Im not sure about duration as I cannot open up hero builder in work as I have already been told off for playing a game with it open.
Interesting discussion
Cheers
Hero builders. Bah
http://www.nofuture.org.uk/cox/
Duration for LR is 30 sec, 15 for EMP, but its twice as effective.
The recharge for LR is 90 secs, 300 for EMP unslotted
So not sure its worth it now I come to look at the durations. But if you're taking the power anyway it might be useful to slot it as a -regen debuff just for the LRSF.
AVs are highly resistant to End Drains too and the End Drain doesn't have an "Unresistable" on NoFuture, so EndMods in it won't really affect them too much.
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Hero builders. Bah
http://www.nofuture.org.uk/cox/
Duration for LR is 30 sec, 15 for EMP, but its twice as effective.
The recharge for LR is 90 secs, 300 for EMP unslotted
So not sure its worth it now I come to look at the durations. But if you're taking the power anyway it might be useful to slot it as a -regen debuff just for the LRSF.
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Thanks for that link that just increased my +avoidance to getting sacked 1000%
It still looks useful for -regen at 1000%, every little helps.
It might just bring a couple of AV down quicker with the shivan rush.
LR is far superior to EM Pulse....you can keep a steady flow of -regen with it because of its relatively fast recharge....slot it...and love it.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
Hmm, never thought about using EMP as a -regen on AVs; but rarely come across 2+ AVs at once on heros. Whilst we're plotting it; I'm gonna offer my services as the vengeance corpse. Think that the buff would be better used on a corruptor than me. Defo speccing in leadership for Git at either I8 or 3rd respec; Veng is too useful a power to go without (I thought I'd learnt that with Mias; Vengeance/Fallout/Mutate/Rad debuffs makes lone AV killing so easy. And a defo bonus on 8 AVs as well).
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Radiant Aura: You want this to be 3 heal, 3 heal
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6 slotting are we now Archy?
I assume you mean 3 Heal, 3 Recharge.
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Hmm, never thought about using EMP as a -regen on AVs
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Don't really think any one would have noticed but I did use it when we tried to defeat posi on the RSF and his health did suffer considerably albeit for 15 seconds. I think thats what took him down to about 15% before we wiped as vengenance had wore off by then.
Incidently when all 4 went down with a bang I did hit EMP just before it. Im not saying EMP caused that but im sure the 1000% -regen helped a bit as I seen that it did hit.
Food for thought.
Its just not reliable or up fast enough to depend on as much as LR
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Radiant Aura: You want this to be 3 heal, 3 heal
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6 slotting are we now Archy?
I assume you mean 3 Heal, 3 Recharge.
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Naah, screw ED dammit!!!
(ok, maybe you're right )
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
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Hmmmmm. Actually you've sown a seed of doubt in my brain now. I had always assumed it still needed to-hit.
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I nearly posted before to possibly dispute what you said, but I wasn't entirely sure either, so I didn't post.
The Devs have said LR is the only -regen debuff that is unresistable. Either that means the -regen part is auto-hit (and only the -rchg and -spd parts of LR need a hit to work), OR possibly AVs/EBs/GMs have some way to resist -regen debuffs (like /SR defence sets have a chance to resist all/part of defence debuffs) which would mean LR is the only power that circumvents that resist. Either way I'm confused
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iirc the -regen debuff on LR, is kinda broken (sorry, no source for it.. just something I remember was said a while ago.) as it doesn't do all it's meant to.. so I think for safety sake keep ur two ACC in there, as I don't think the -REGEN is autohit, as I have seen it on my Ill/Rad miss and not affect the critter in question at all, critter-status debuff aura and all.
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iirc the -regen debuff on LR, is kinda broken (sorry, no source for it.. just something I remember was said a while ago.) as it doesn't do all it's meant to.. so I think for safety sake keep ur two ACC in there, as I don't think the -REGEN is autohit, as I have seen it on my Ill/Rad miss and not affect the critter in question at all, critter-status debuff aura and all.
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I remember reading something like that.
I also vaguely recall a Dev post from back when AV regen was boosted saying LR had accidentally been decimal-shifted, so whereas most -regen debuffs (like my MM's /dark ones) do -50% regen (-90% on players - according to Prima guide), LR does -500% (so -900% on players). Not sure if this is actually the case - might be my faulty memory (which is why I didn't mention it last post) - but it might also explain why everyone feels the rad -regen is more noticeable.
Until my /rad gets higher and does more AVs in full teams I can't say. All I know is that my /dark can spam and maybe even stack -regen debuffs throughout a fight with Twilight Grasp, but they don't appear to have as much effect as when a /rad shows up and starts dropping one LR every 30-45secs. Although my /dark's Howling Twilight definitely seems to have a much bigger noticeable effect on -regen than TG against GMs, but on the LRSF I think my teammates always preferred me saving HT for when/if a few of them died
All -regen debuffs are very significant though against AVs & GMs - my teams without -regen debuffers have always failed to dent GMs. In fact I remember a time against the GM Deathsurge when I was playing my Fire/Fire in a brute-heavy team, back before GMs started running around like idiots, and we couldn't dent it with no -regen debuffs being available - I switched to my /dark MM and started spamming TG and it went down in about 2mins.
Also when AV regen was broken (1100%, wasn't it?) we had a full team of 8 wailing on Foreshadow for 30mins and making no progress (each time he Eluded he would be back at full health before we could hit him again, and we couldn't kill him before he Eluded again) until one of our teammates logged out and came back as a /rad corruptor and then Foreshadow went down in a few minutes.
I forgot to check City of Data before submitting my last post. It confirms that Howling Twilight, Lingering Rad and /Cold's Benumb are -500% regen vs critters. Twilight Grasp, /kin's Transfusion and /Poison's Envenom are -50%. EM Pulse is -1000%. I didn't check anything else.
That explains it, then. In fact for a single application it means HT is actually superior to LR & Benumb, because HT is auto-hit, but obviously HT cannot be perma'd (lasts 30secs like LR & Benumb, but base recharge is 180secs unlike the 90secs on LR and 120secs on Benumb) while LR could, just about, with enough +rchg buffs (Hasten, SB, whatever).
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I forgot to check City of Data before submitting my last post. It confirms that Howling Twilight, Lingering Rad and /Cold's Benumb are -500% regen vs critters. Twilight Grasp, /kin's Transfusion and /Poison's Envenom are -50%. EM Pulse is -1000%. I didn't check anything else.
That explains it, then. In fact for a single application it means HT is actually superior to LR & Benumb, because HT is auto-hit, but obviously HT cannot be perma'd (lasts 30secs like LR & Benumb, but base recharge is 180secs unlike the 90secs on LR and 120secs on Benumb) while LR could, just about, with enough +rchg buffs (Hasten, SB, whatever).
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Sounds about right to me.
Can anyone offer any help on this respec for the recluse strike force. The main change I might make is to have Super Jump and Combat jumping along with accrobatics.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: rsf respec
Level: 50
Archetype: Corruptor
Primary: Fire Blast
Secondary: Radiation Emission
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01) --> Fire Blast==> Acc(1)Dmg(7)Dmg(7)Dmg(31)EndRdx(39)
01) --> Radiant Aura==> Heal(1)Heal(3)EndRdx(9)Heal(37)EndRdx(40)
02) --> Fire Ball==> Acc(2)Dmg(3)Dmg(5)Dmg(23)EndRdx(36)
04) --> Radiation Infection==> TH_DeBuf(4)TH_DeBuf(5)TH_DeBuf(9)DefDeBuf(13)DefDeBuf(13)DefDeBuf(21)
06) --> Hover==> Fly(6)Fly(11)
08) --> Swift==>
10) --> Accelerate Metabolism==> Rechg(10)Rechg(11)Rechg(15)EndMod(17)EndMod(17)EndMod(19)
12) --> Aim==> Rechg(12)Rechg(39)
14) --> Fly==> Fly(14)Fly(15)Fly(23)
16) --> Health==> Heal(16)
18) --> Enervating Field==> EndRdx(18)EndRdx(19)EndRdx(29)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(29)
22) --> Lingering Radiation==> Acc(22)Rechg(25)Rechg(33)Rechg(33)EndRdx(34)Slow(46)
24) --> Maneuvers==> DefBuf(24)EndRdx(25)DefBuf(40)EndRdx(43)
26) --> Rain Of Fire==> Dmg(26)Dmg(27)Dmg(27)EndRdx(50)
28) --> Assault==> EndRdx(28)EndRdx(34)EndRdx(43)
30) --> Blaze==> Acc(30)Dmg(31)Dmg(31)Dmg(36)EndRdx(37)
32) --> Vengeance==> TH_Buf(32)DefBuf(33)DefBuf(34)TH_Buf(37)TH_Buf(39)DefBuf(40)
35) --> Mutation==> Rechg(35)Rechg(36)
38) --> Hasten==> Rechg(38)Rechg(50)Rechg(50)
41) --> Power Sink==> EndRdx(41)EndRdx(42)EndMod(42)EndMod(42)EndMod(43)
44) --> Charged Armor==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)EndRdx(46)EndRdx(46)
47) --> EM Pulse==> Acc(47)Hold(48)Hold(48)EndMod(48)
49) --> Summon Adept==> EndRdx(49)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
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