Alpha Slot Info


Adeon Hawkwood

 

Posted

whoa, official numbers! didnt see those in the info announced before


 

Posted

So if I understand...

For instance, if I want my blaster to be super accurate id select the "nerve" alpha slot. If I wanted to further enhance down that tree id either have to choose +acc and hold dur or +acc and defense.

Neither of those 2 options particularly help a blaster much. Generally they don't have holds or defense.

All of the alpha slots worked out that way. No particular synergy further down the tree.

First impression isnt overwhelming, but most of the implementation in this game has worked out better than I thought. Ill wait on giving it the big booo after I see how it works out in actual gameplay.

If my understanding isn't correct on what I described above, someone please shed light on it.


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Posted

You've pretty much got it JMS. I also agree with the assessment as to synergy. Looking through the list of bonuses I see three that I think most people will end up using:
Musculature Core Paragon (damage)
Musculature Radial Paragon (damage and endurance reduction)
Spiritual Core Paragon (recharge)

Some melee characters will probably follow the Cardiac or Nerve paths to boost their resistance/defense but the bonuses there seem a little low.

For example a Shield Defense Tanker gets 20% defense without enhancements (5% of that is from Phalanx and thus unenhanceable). Lets assume he puts 3 SOs (or equivalent) in his powers. This gives his a total defense of 28.4%. Now he adds one of the Alpha Enhancements with 20% defense two thirds of which ignores ED. His effective enhancement bonus goes from 56% to about 70% which raises his defense to about 30.6%. It's not a bad bonus but compared to the damage, recharge or damage/endurance ones it seems weak. Maybe I'm missing something though.


 

Posted

I think the selling point is the ED exemption. While I admit many of these Alpha choice would lack luster in my scrapper (which I play more) I could see their utility on other ATs. I do think Cardiac will be the obvious most popular form the onset. It's rarely efficient to slot more than one endurance reduction in our powers. Now, we've essentially be granted a "7th" slot in every power for endurance reduction. I tend to slot all my resistance powers until the hit DR from ED. Suddenly getting addition resistance above that doesn't seem like anything to sneeze at. Not that it's something to write home about either. As we move into the rarer slotting options, where ED exception get higher, things start to look rather impressive.


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Posted

There are so many possibilities here. I can already think of about five different ways to slot these into my three main Scrappers and what different kind of set bonuses I can go after because of this.

I'm going to probably spend as much time tweaking my builds in Mid's as I will playing the game.


 

Posted

Remember with the Rare and Very rare that it in essence takes you to lvl 51

For my scrapper I'm going to use the Cardiac boost since my Shield Scrapper is already Soft Capped with good recharge. The less end I use the better!


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Posted

There is a really good chance I may do that too, though the idea of getting that top ST attack chain for my fm/sd does sound really really appealing. So many decisions!


 

Posted

I'll be going for the Spiritual Core boost on Murcielago, the faster I can get Soul Drain up, the better.


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Dark/Shield Build Thread

 

Posted

Sooo many options. Spiritual for getting uber recharge by brute force, nerve for getting uber recharge on soft-capped toons by making it easier to softcap with sets and hence more opportunities for recharge slotting, or even musculature for /SR toons that don't need any more defense and recharge. And spiritual is the holy grail for regen toons.


 

Posted

Quote:
Originally Posted by Exxar View Post
Sooo many options. Spiritual for getting uber recharge by brute force, nerve for getting uber recharge on soft-capped toons by making it easier to softcap with sets and hence more opportunities for recharge slotting, or even musculature for /SR toons that don't need any more defense and recharge. And spiritual is the holy grail for regen toons.
Yes it is, I never thought of that.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

This is going to be fun for top shelf dm/shield builds. An extra 30 percent global recharge is going to be pretty crazy - I'll be able to drop ~15 percent global recharge from sets and still get perma hasten, and then use those set bonuses to boost hp/regen/resistance.
Might end up rolling a KM/Regen for the +recharge healing boost as mentioned above.

/drool


 

Posted

Quote:
Originally Posted by MunkiLord View Post
There is a really good chance I may do that too, though the idea of getting that top ST attack chain for my fm/sd does sound really really appealing. So many decisions!
Actually, that's a really good question, now that I think about it.

Which does more damage, Incinerate->Cremate->FS with a high-tier Musculature, or taking a Spiritual to allow the use of Incinerate->Cremate->GFS?


 

Posted

Quote:
Originally Posted by Kyria_Shirako View Post
Which does more damage, Incinerate->Cremate->FS with a high-tier Musculature, or taking a Spiritual to allow the use of Incinerate->Cremate->GFS?
Incinerate->Cremate->Fire Sword with high-tier Musculature

I'm too lazy to look up the decimal points or to verify I'm handling Fire damage right, but I believe you're looking at 78 DPS vs. 81 DPS Mids' unslotted average with Arcanatime. High tier Musculature is +45% damage, 2/3 of that unaffected by ED, so figure over +30% damage. However, my rule of thumb is that high end Scrappers only get 1/3 of their damage from base. So my very rough estimate would be that it's a +10% DPS boost or better. So now you're looking at 86 DPS vs. 81 DPS. Well, much higher than that, obviously, but probably that much percentage difference or better.

There are often plenty of other reasons to take +recharge, and not other reasons for +damage, so that's not the same thing as saying you should take Musculature on a Fire Scrapper. It's all going to depend on the build. These are going to be similar questions to "which set should I slot in this attack?" It depends on the rest of your build and your build goals.


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Posted

I think by far and away the popular sets are going to be Recharge and Damage. There are going to be some examples where other sets are potentially more popular but I really see those as being rare at best.

The key features of the others, Accuracy and Endurance Reduction, typically are taken care of automatically just by wise slotting and additional focus there gives basically nothing back. Especially Accuracy. How many builds are there out there that don't have 95% chance to hit against the vast majority of enemies? Do you want to sacrifice the Alpha slot for the 0.1% of the time you have to hit someone who just used a t9?

Effects such as +Resistance or +Defence are very very minor. Defence sets can expect 3-4% out of the Alpha by taking it. I don't think the amount you "save" devoting sets to defence by taking the Alpha for it is in any way going to justify the lost opportunity of just having oodles more recharge or damage.

For some Scrappers who are already at a huge recharge reduction it might give them a bit more breathing room to relax on sets, but additional recharge is easily eaten up by its own diminishing returns. Taking advantage of this additional breathing room to try and save inf might jsut end up being extremely expensive because tailoring a build in that fashion is going to mean that exemplaring and losing the Alpha slot could be very rough - people might need 2 complete builds if they want to min-max as far as possible. For most though that pick recharge, they are just going to see a fraction of a second taken off some of the key powers and ight do better with damage. Emphasis on "might" do better.

I really see the biggest benefit of this going in the way of people who use minimal IOs already. The strongest returns on Recharge especially occurs when you first begin to increase it.


 

Posted

My fire/sr scrapper is definitely going for Musculature core paragon. He's already softcapped, and has enough recharge and endurance recovery to run a seamless Incinterate-cremate-GFS chain. An extra 30+ percent damage boost though? Yes please!


 

Posted

This is going to be interesting...

My Kat/Inv is going for Paragon Core definitely to allow a gapless GC > GD > GC > SD chain. Elec/SD will probably take muscular for more damage and better endurance management. I have no idea what I'll do with all my other characters, but I know I'm going to be running a lot of TFs!


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Posted

Quote:
Originally Posted by Igor_The_Mad View Post
This is going to be fun for top shelf dm/shield builds. An extra 30 percent global recharge is going to be pretty crazy - I'll be able to drop ~15 percent global recharge from sets and still get perma hasten, and then use those set bonuses to boost hp/regen/resistance.
Might end up rolling a KM/Regen for the +recharge healing boost as mentioned above.

/drool
How did you figure 30% global recharge?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
How did you figure 30% global recharge?
Depending on how powers are slotted, it could be 30% global recharge. Any power not all ready at DR from ED would get full benefit of the buff.


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Posted

Quote:
Originally Posted by Santorican View Post
How did you figure 30% global recharge?
45% recharge to everything from the enhancement. 2/3 of which ignores ED.

Therefore 30% global recharge to everything plus an additional 0-15% depending on how you have slotted your powers.


 

Posted

Quote:
Originally Posted by JamMasterJMS View Post
So if I understand...

For instance, if I want my blaster to be super accurate id select the "nerve" alpha slot. If I wanted to further enhance down that tree id either have to choose +acc and hold dur or +acc and defense.

Neither of those 2 options particularly help a blaster much. Generally they don't have holds or defense.
My ice/ice IO'd for range defense would beg to differ, but yeah in general the hold doesn't seem logical for blasters for that choice. lots of other though.


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Posted

Quote:
Originally Posted by Chyll View Post
My ice/ice IO'd for range defense would beg to differ, but yeah in general the hold doesn't seem logical for blasters for that choice. lots of other though.
It won't affect set bonuses so unless you are using a powerset that naturally gives a lot of defence before sets then don't bother.

In fact even if it does give a lot of defence before sets, it's still 3-4% so to me that's "don't bother".


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
It won't affect set bonuses so unless you are using a powerset that naturally gives a lot of defence before sets then don't bother.

In fact even if it does give a lot of defence before sets, it's still 3-4% so to me that's "don't bother".
True, now that you slow me down to think more, at least on the def side other than what APP or Patron pick you choose. Regardless, the example was one incarnate tree for one AT/situation which seemed somewhat limiting.

edit: oh and I kinda failed to mention [Combat Jumping], [Hover], [Maneuvers], [Weave]


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
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Posted

Quote:
Originally Posted by BunnyAnomaly View Post
It won't affect set bonuses so unless you are using a powerset that naturally gives a lot of defence before sets then don't bother.

In fact even if it does give a lot of defence before sets, it's still 3-4% so to me that's "don't bother".
Think about the amount of inf people are dropping on sets and uniques that increase Def by 3% or even less in many cases. It's definitely worth it for some toons.


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