How to survive being sidekicked to L50?
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
The idea behind this character is not to make her an off-tank, but to make her merely a more survivable scrapper.
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You have a bit more HP than a scrapper, but if you're not building with tough, etc, you're not taking advantage of the brute's higher resist caps, so the difference is going to be minimal. We're talking the difference between having accolades and not having accolades minimal. And if you're not building with Weave, maneuvers, etc for Def, then you're definitely not optimized for +4/x8. I bet you'd be fine soloing at +2x5 though. Which is substantially harder than the old "invincible" setting.
So if you really want to play at +4/x8, and you're on a willpower, you need to be running in the 30s on s/l defense at a minimum (possibly e/ne as well). And you will need something like tactics or focused accuracy or a lot of acc slotted to handle the 5 level difference. Do you have the kismet +acc yet? It never goes above level 30 so might as well slot it now, it's not like you'll get a 50th level version of it later. =)
At L32 I don't yet have my self Rez or the Last Stand power from 38. But neither one of those is used during normal combat routines. All my other defenses are already slotted the way they will be when I'm 50, it's just that they aren't slotted with L50 IOs yet (obviously), but with L30 IOs instead, which are the equivalent to green SO+ enhancements, which at one time in the game's history were considered pretty effective. |
My fire/shield brute is mostly decked out with level 20-36 serendipity and one set of mid-30s luck of the gambler. She can run most stuff at +4/x8 but I don't normally bother because I don't consider it fun, that just adds grind by making things take longer to defeat, they still act the same. I could replace her IOs with better ones, but all she really needs is more recharge. So I haven't bothered.
My elec/elec brute went with capped melee as an experiment and she's runnning mid-30s titanuim armors. Her touch of death attack sets are level 40, and so are her oblits. If I moved up to level 50 resist sets, her defense would be the same, and her resists would move a smidge. Not enough for me to bother with it since she also runs standard at +2x8.
Check in Mids, you might not "need" to upgrade when you hit 50. Then again, it might make a huge difference on your build, I dunno. But it's worth checking.
And I've learned not to try and survive the alpha, but these teams of 50s do not seem terribly opposed to aggoing two or three x8 mobs at once, especially Arachnos mobs. Being overwhelmed is probably part of the fun for them, but for me it just means more time chewing on the floor. Oy veh. |
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
But I sometimes find myself on these teams that do and was wondering where my understanding of the game was failing me. I think I was merely underestimating the impact of the higher difficulty settings. Unfortunately, I get the feeling from some of the team chat that anything less than +4/x8 is deemed unworthy of their time, as if only amateurs play at lower settings. Which is fine except I always knew CoH as a game where playing smartly trumped slotting (unlike other MMOs in which having top-tier gear means everything). I am learning quite a bit about how the game has pushed its own boundaries, here and there, over time, and consequently how my understanding has become outdated.
As I've stated in a previous thread, I prefer to play "casually", which is to say I don't want to obsess over min-max builds. I'm willing to investigate set IOs a little, but I'm not interested in becoming an expert, as it were. If that means I'll always be woefully outclassed at the insane difficulty settings then I'm actually okay with that, and I'll just try to avoid those teams in the future.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
It's also too bad it's only a 15% bonus (for all other weapon sets it's 5%). Not enough to really matter against +4x8.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
But I sometimes find myself on these teams that do and was wondering where my understanding of the game was failing me. I think I was merely underestimating the impact of the higher difficulty settings.
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Assuming the level 50 characters had at least their Tier 3 Alphas slotted, then at +4/x8 they were fighting enemies at +3 levels to them, while you were fighting +5. As you can see from the numbers, that's a pretty big difference.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Is there any advice, short of "Don't join teams of 50s", that would help make adventuring with them more survivable?
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But most important: Have fun. Don't worry about not pulling all of your weight. It won't be noticed.
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Run into the middle of a spawn and /em dance.
There's no reason not to hang back a bit and soak XP. At +2 or more, mobs are +3 or more to your level. It can be hard on any toon to deal with a max spawn of +3 or more.
This too.
So I've noticed that it is extremely common for teams of 50s to run around doing missions at +2/x8 or +4/x8. And, to their credit, they rarely ever balk at inviting heroes of any and all levels to join them.
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- Kinetic dampner: if for some reason, the mobs ignore the 50 or the 50 agro caps, turn on when getting too much agro.
- Recovery serum
- Stun grenade: use with too much agro
- Smoke flash: use with too much agro
Bring lucks and insight. You may want to slot a Kismet +Acc if you join 50+ teams often. Pop 1 or 2 lucks and insights and bang away. If you are getting too much agro, just run around the corner to break line of sight. Kill any that follow. If there are less than 20 in the mob, and the 50 has a dmg aura, you can try hiding withing the dmg aura. The aura should keep the mob's attention on the 50. However, if the mob does AoE on the 50, you are caught too...
As the leader, I don't expect lowbies to do as good a job as an actual 49. I just want to provide lowbies a team to join.
In all honesty I don't.
But I sometimes find myself on these teams that do and was wondering where my understanding of the game was failing me. I think I was merely underestimating the impact of the higher difficulty settings. Unfortunately, I get the feeling from some of the team chat that anything less than +4/x8 is deemed unworthy of their time, as if only amateurs play at lower settings. Which is fine except I always knew CoH as a game where playing smartly trumped slotting (unlike other MMOs in which having top-tier gear means everything). I am learning quite a bit about how the game has pushed its own boundaries, here and there, over time, and consequently how my understanding has become outdated. |
In other words, don't conform to them, play the way you want to play, form your own groups, and you'll start to collect a group of global friends with similar play style over time.
As I've stated in a previous thread, I prefer to play "casually", which is to say I don't want to obsess over min-max builds. I'm willing to investigate set IOs a little, but I'm not interested in becoming an expert, as it were. If that means I'll always be woefully outclassed at the insane difficulty settings then I'm actually okay with that, and I'll just try to avoid those teams in the future. |
I really should do that more often actually...
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I still say my advice was the simplest. Let the tricked out 50's take the alpha... then wade in and do your thing. Don't try to tank, just beat stuff to a pulp. If they want you to tank then they better have someone on that team with support powers to beef you up (fortitude, resistance shields, anything really) and make sure you're sturdy enough. If there is a support player on the team and they aren't focusing on you don't be afraid to let them know you're not tricked out in IO's yet and any support they can offer you to make you more sturdy would be welcome.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
You can only carry so many of those and on a full team they don't always drop fast enough to refill when you need em.
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Proper inspiration management is important. Spamming them willy-nilly gives results on par with what you'd expect if you spammed your powers randomly - it can work, provided the opposition isn't strong enough or your own team is tough enough, but given harder situations you might indeed need to use your brains a little.
The end result is, if the perscribed animation time for an attack is 2.3 seconds, it will take 2.3 seconds regardless of whether the weapon is drawn or not.
Granted, some of this depends on the team and the speed at which they're burning through, but in some cases you still aren't going to be able to carry enough inspies AND pick up enough during the course of a fight to remain consistently useful from entry to exit.
Only in terms of perception, not actual effectiveness of the attack. The redraw animation is taken into account when the attack is fired off, and the firing animation is shortened by the same time that the weapon draw animation takes. If the weapon is already drawn, the full animation will play.
The end result is, if the perscribed animation time for an attack is 2.3 seconds, it will take 2.3 seconds regardless of whether the weapon is drawn or not. |
Powers with "baked in" weapons like Fire Swords it is true, but any set where you pick a weapon model you can suffer from redraw.
Nope, this is false. It used to be bandied around as a truth but the Devs discovered they were wrong about it (BaBs and Castle tried to fix it I think but it broke lots of other things)
Powers with "baked in" weapons like Fire Swords it is true, but any set where you pick a weapon model you can suffer from redraw. |
Either way both need to be confirmed otherwise it a he said she said issue
It used to be that redraw time was a part of the animation. Remember when there used to be small pauses between attacks of the same set -- but there wasn't a pause if you used <set attack> <non set attack> <set attack>? That's because <set attack> <set attack> didn't show the redraw part of the animation, so there was a pause where your character just stood there.
BABs removed the redraw time from the animation, and added an actual redraw "penalty". It was around the time of Dual Blades' release, IIRC. It allowed attacks within a set to flow smoothly from one to the next, which was really important for DB.
You can reference this by doing a search on ParagonWiki for "redraw" and note the several patch notes that say "X will no longer cause redraw for Y". The actual posts describing the redraw change have either been lost to the ether or I simply cannot find them.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
I still say my advice was the simplest. Let the tricked out 50's take the alpha... then wade in and do your thing. Don't try to tank, just beat stuff to a pulp.
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I was on a team doing L50 Hero tips the other day and everyone was scattered around the map taking on +4 Arachnos mobs on their own. I didn't know who to pick as mamma bird, and since no one was a tank, there was no obvious choice. All of these players were exceptionally good at drawing aggro, but none of their toons were particularly effective at keeping it. Letting them take the alpha was one thing, but avoiding the swarm that inevitably followed became the next survival issue that I wasn't equipped to cope with. Rather than just quit the team, I followed the team leader around and kept a safe distance from most of the enemies, picking one-on-one fights with lieuts here and there on the periphery of each combat. This strategy "worked", but it wasn't very glamorous.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
This is very sound advice, and I will definitely follow it from now on. I will note, however, that it doesn't always work as well as might be expected.
I was on a team doing L50 Hero tips the other day and everyone was scattered around the map taking on +4 Arachnos mobs on their own. I didn't know who to pick as mamma bird, and since no one was a tank, there was no obvious choice. All of these players were exceptionally good at drawing aggro, but none of their toons were particularly effective at keeping it. Letting them take the alpha was one thing, but avoiding the swarm that inevitably followed became the next survival issue that I wasn't equipped to cope with. Rather than just quit the team, I followed the team leader around and kept a safe distance from most of the enemies, picking one-on-one fights with lieuts here and there on the periphery of each combat. This strategy "worked", but it wasn't very glamorous. |
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
So I've noticed that it is extremely common for teams of 50s to run around doing missions at +2/x8 or +4/x8. And, to their credit, they rarely ever balk at inviting heroes of any and all levels to join them. The problem, of course, is that those L50s are geared up to be able to handle +2/x8 or +4/x8 whereas most mid-level toons are not. That means a rather poor survivability rate for those of us who join up with our lower level toons.
Is there any advice, short of "Don't join teams of 50s", that would help make adventuring with them more survivable? If I hang back and jump in (with my Brute) only when it feels "safe", I survive longer but I don't really feel like much of a hero, and I certainly don't feel like I'm "pulling my weight" for the team either. For context, I'll just point out that my L32 Brute already has all the defenses she'll ever have, short of Incarnate powers or set IO bonuses. My slotting policy for melee toons is to prioritize defenses over dps, and so at L32 her defenses are already slotted for maximum effect. She's got L30 generic IOs slotted in every defense slot, which means she has the equivalent of green SO+ enhancements that never diminish in value. I'm told that all-SO builds can survive the "end game", that set IOs are not imperative for survivability, but maybe that isn't true for the +4/x8 style of "end game" play? |
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I dont do teams that are + anything if I have the option for it. Kill speed is too slow and its actually worse xp/inf over time than if they are +0 to you. The teams would have to be so optimized to the point where the purple patch didnt matter then I would do it.
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NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
I have also taken A willpower tank to the other extreme and softcapped to all damage. Wow. Even in giant ugly melees versus AVs he would just stand there, might as well have been in AP. He even tanked Lord Recluse once, and that guy hits over the softcap, one of the few exceptions in the game. I pulled him to the cubby door for 5 minutes while team killed towers. Never even used inspirations, but of course he didnt notice my dage either. we just stood there agro-ing each other and making ineffectual combat motions.