The Horror of Numbers - Timey Wimey Duo Builds [Help Me]


Culex

 

Posted

FIRST THE BUILDS.

Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Acceleration: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Fire Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Temporal Selection -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 8: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
Level 10: Distortion Field -- EndRdx-I(A), Lock-%Hold(43)
Level 12: Time Stop -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(27)
Level 14: Fly -- Flight-I(A)
Level 16: Fire Breath -- Range-I(A), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 18: Farsight -- DefBuff-I(A), DefBuff-I(27), ToHit-I(29), ToHit-I(29)
Level 20: Rain of Fire -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 24: Hover -- Krma-ResKB(A), Frbd-Stlth(36)
Level 26: Slowed Response -- RechRdx-I(A)
Level 28: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40), EndMod-I(40), EndMod-I(40), EndMod-I(42)
Level 35: Dominate -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(42)
Level 38: Inferno -- Dmg-I(A), Dmg-I(43), Dmg-I(43)
Level 41: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), S'fstPrt-ResDam/EndRdx(46), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
Level 44: Time Crawl -- EndRdx-I(A)
Level 47: Aim -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Afterburner -- Flight-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(45), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31), P'Shift-End%(31)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cryonic Radial Final Judgement -- Empty(A)
Level 50: Polar Lights Core Superior Ally -- Empty(A)
Level 50: Clarion Core Epiphany
Level 50: Agility Core Paragon
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Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 18% Enhancement(Accuracy)
  • 17.5% Enhancement(RechargeTime)
  • 5% Enhancement(Held)
  • 118.3 HP (11.63%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 9.9%
  • 14% (0.23 End/sec) Recovery
  • 48% (2.03 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)





Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Deceleration: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(5), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
Level 6: Temporal Selection -- Heal-I(A), Heal-I(7), Heal-I(7)
Level 8: Frost Breath -- Range-I(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(42)
Level 10: Distortion Field -- EndRdx-I(A), Lock-%Hold(40)
Level 12: Time Stop -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(13), Lock-%Hold(13)
Level 14: Fly -- Flight-I(A)
Level 16: Freeze Ray -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(17), Lock-%Hold(17)
Level 18: Farsight -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), ToHit-I(25), ToHit-I(25), ToHit-I(27)
Level 20: Ice Storm -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21), Dmg-I(36), Dmg-I(36), Dmg-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Hover -- Krma-ResKB(A), Frbd-EndRdx(48), Frbd-Fly(50), Frbd-Stlth(50)
Level 26: Slowed Response -- RechRdx-I(A)
Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(34), EndMod-I(34), EndMod-I(34)
Level 35: Dominate -- Lock-%Hold(A), G'Wdw-EndRdx/Hold(42), G'Wdw-Acc/Hold/Rchg(42)
Level 38: Blizzard -- Dmg-I(A), Dmg-I(39), Dmg-I(39)
Level 41: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
Level 44: Time Crawl -- EndRdx-I(A)
Level 47: Aim -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Afterburner -- Flight-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(40), Numna-Regen/Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), P'Shift-End%(15)
Level 50: Agility Core Paragon
Level 50: Cryonic Core Final Judgement
Level 50: Storm Elemental Core Superior Ally
Level 50: Clarion Core Epiphany
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Set Bonus Totals:
  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 9% Enhancement(Accuracy)
  • 11.25% Enhancement(RechargeTime)
  • 5% Enhancement(Held)
  • 133.5 HP (13.13%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 9.9%
  • 11.5% (0.19 End/sec) Recovery
  • 56% (2.37 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 5% SpeedRunning



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Okay, right. This is what I came up with as a starter set (we're only 38 right now!). I am absolutely lost when it comes to the incarnate powers to take, and if I can alter any of the builds' stuff to make it more awesome. I want to pump these up so they can basically...do stuff. Cool stuff. Lots of iTrials and other hard crap. That's where you come in.

I'll give a brief on how we play, what our SO-level selves are doing/will do at 50, then what help I need. FYI we plan on having a generic-IO build made for doing like, tip missions, while we set up for having an awesome build. I am dumb when it comes to purps and ATOs because I have only one 50 I consider worth doing that with so far, and he's just AR/Dev, not worth the money of ATO/purps/PVPs.


HOW WE PLAY & HOW WE ARE DOING

1) We duo. We sit next to each other so we don't like, double-nuke and both end up crap for a bit, we can press the other person's keyboard to make sure we're buffed, especially if one of us gets up to go to the bathroom but the other doesn't want to stop moving. If we wanna solo we each have lots of characters for that. Sometimes we team, but mostly just because we feel sorry for somebody like, level 10, and let them tag along and think they're helping (so cute -- honestly, we've had high level Tankers with us, and I'm not talking WP here, taunting and auraing and stuff away, and they cannot drag aggro off us generally)

2) We herd. One of us goes one way down a hall, grabbing 2-3 spawns in our Time's Juncture. (I grew up herding back in the day of no aggro caps and that enemies that all sit inside each other can be hit by a single-target power which was the best thing ever to do with Energy Transfer.) The other goes another way. We come back in the middle and set up our patches (Rain of Fire, Ice Storm, Distortion Field x2, then more rains because we can double them) and then plink away with single target attacks and Fire Ball. We kill fast enough (and herd fast enough) that the enemies die so fast that the aggroed enemies that can't give chase due to the 16-limit will re-aggro and come after us, and melt. Freeze and melt. Whatever. (When we team and have tanks, if they want to herd, we go 2nd and 3rd ways and bring our stuff to the tank. If they don't want to herd, we herd stuff onto them when they walk into a spawn, so we clear a room really fast. We know all the spawn locations in all the normal maps so it's easy to grab & bag.)

3) We buff. Ourselves. (When we team we prioritize each other, and do what buffs we can on other people, but if they ain't near us when it's Chrono Shift time, too bad! I mean we TRY to get them near but if they're some ranged doofus way behind us, no dice. Meleers we try very hard to buff, to the point of running over, both of us, and buffing then.) We are practically invincible as long as we are not mezzed, for normal missions' sake. Our levelup build, while in play, gives us this:

39% ToHit Buff, permanent (Farsight x2)
100% Damage Buff, permanent (Assault x2, Temporal Selection, Vigilance with 1 teammate)
42.9% SL Resistance, permanent (Mind Over Body)
31.2% P Resistance, permanent (Mind Over Body)
41.5% Defense Buff, permanent (Hover, Farsight x2)
200% Recharge Buff, permanent (Hasten, Temporal Selection, Chrono Shift x2)
???% Regeneration Buff/Heal Over Time, variable & permanent (Health, Temporal Selection Chrono Shift x2, however many Temporal Mendings)

And anything that might come from Fortunes and Mutations.

4) We debuff. The world. Enemies end up, with our SO build, destroyed such (this is the entire set of spawns we aggro, so no Time Crawls, which would only be saved for nasty bosses and up; this also assumes no resistance to debuff):

48.76% ToHit Debuff, permanent (Time's Juncture x2, +more when any Ice powers are used)
50% Damage Debuff, permanent (Time's Juncture x2)
-130% Recharge, permanent (Distortion Field x2, +more when any Ice powers are used of course)
50% Defense Debuff, permanent (Slowed Response x2)
-60% Resistance, permanent (Slowed Response x2)
-billions of Movement, permanent (everything)

We also have 5 single-target Holds between us, plus the holds in Distortion Field. That makes buffing/healing/annoying enemies very sad.


WHAT DO WE WANT

Well, the only times we die are when we poke SOME Giant Monsters, or both of us get mezzed (then we can't heal or do significant debuffing). But this is for regular stuff, not iTrials, which seem to require a lot more +ToHit and +Defense. We wouldn't be herding in iTrials of course, but how much extra stuff do we need? Hence the builds above. They are trying to maximize our Damage and Recovery/End Discount, which are our only troubles. But I don't know how much more ToHit or Defense we might need, too. Do I need to shove in Tactics? We don't need Afterburner (or Burnout, frankly). We don't need Aim (sure it's a damage buff, but it's yet another clicky). Can't figure out what to replace, though.

I also have no clue if I should change the slotting for ATOs or purps or PVP IOs. We can get them, slowly of course but we can.

We kinda want to keep Fly, very useful. Hover lets us have some stealth when we turn off Time's Juncture.

We mostly just need help tailoring an IOd out build for iTrials.

Oh, and I am not sure at all on what to do about the Incarnate powers. The best I could figure was Agility Core Boost; the rest did such tiny fractions of percent bonuses to our powers they were rejected. Judgement, well it's up to us so why not Fire for Acceleration, and Ice for Deceleration. Interface I just picked the one I use for my AR/Dev; I dunno if another would be better? Lore, I'm sure we just need damage damage damage pets. Which pets are good for high damage? I know each set is different but I don't know their numbers at all. Destiny, uh, it's mostly a tossup between Clarion Core and Radial. +Special can be awesome (is it?) but we'd have to set up our usage really special so we always had antimez on. The antimez will basically make us gods I guess for regular play too. Then of course there are the future slots...

So, any ideas? Let me re-iterate: I don't mind having purps/uniques/pvps/atos, I just didn't really think of them. We want to keep Fly and Hover but we don't care about Aim, Afterburner, or Time Crawl (except I am sure it's helpful for iTrial bosses). Dunno what they could be replaced with usefully without much slotting. I have Acceleration having less slotted in Farsight because it's a percent or less difference, and Deceleration just has nowhere to put those slots right now. I want us to keep our holds, and I love the +2 Hold mag thing, that's why it's everywhere. Maybe more recharge in Temporal Selection, so we can hit a ton of people with it instead of just like 2-3 extra?

Any help is appreciated. Any numbers shoved in my face are appreciated too. We won't even be 50 by the time I24 and Hybrid comes out, but maybe we should plan for that, too (like in a post-I24...post).


Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)

 

Posted

Okay, this has had a ton of views; I'm guessing duo builds are frowned on or something?

I decided to switch from Cardiac to Agility Core for both of us. One of us will have Clarion Core, the other will have Ageless Core. Ageless Core should be enough for us to not need Cardiac. We'll also use the Reactive Radial, I think, since more damage is always useful. The Defense booster from Agility will help a little bit in iTrials I think?

The biggest thing now is, set bonuses. I KNOW I need more ToHit and Defense for trials (I like to assume there are literally no other buffs just for the sake of simplicity. For this:

I plan to drop the stealth stuff from Hover and just leave it with one slot of Kismet proc.
I plan to drop Afterburner for Tactics, and shove as many slots in it as I can and also put the Build Up proc in it. I am also okay with dropping Aim or Blizzard/Inferno (not THAT useful since we still have that stupid, stupid -1000% Recovery and -100% Endurance) and getting the 2 slots from that back.
If I drop the nukes/Aim then I would shove on Vengeance, because in iTrials there's always someone who dies, even in BAFs (when I play, anyway) and it can be useful enough to keep us alive while duoing normal missions too, if one dies the other can stay up to kill the spawn. It'd have nothing in it but a Def IO.

I am thinking about trying to squeeze in a Hold proc into Ice Bolt/Ice Blast/Bitter Ice Blast/Freeze Ray/Mesmerize and Flares/Blaze/Mesmerize. HOLDS EVERYWHERE. Can those be fit in without busting up set bonuses that are useful?

I know somewhere, too, there's a thread that lists the amount of Tohit/Accuracy and Defense to softcap you in iTrials but I can't find it because I suck. Any help? Then I have more number goals to guide me.


Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)

 

Posted

Quote:
Originally Posted by Culex View Post
Okay, this has had a ton of views; I'm guessing duo builds are frowned on or something?
Tons of views + no comments usually means people didn't see anything that struck them as needing changing. We all may want people to see our posted build(s) and come into the thread and say, "Good job," but we will have to settle instead for silence as affirmation.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Tons of views + no comments usually means people didn't see anything that struck them as needing changing. We all may want people to see our posted build(s) and come into the thread and say, "Good job," but we will have to settle instead for silence as affirmation.
...and, even though I read it, this could very easily fall under TLDR for many.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

It is indeed a bit of a read.

(Hi Culex, I teamed with you awhile back. Recognized you from your mobs resist database.)

I actually mostly solo with my Time/Fire, so his build obviously isn't optimized to include outside buffs (nor is it optimized all that well for endurance, but it's passable), but I'll try to take your duo into consideration.

First question; Are you dead set on Psychic Mastery? I kind of assume that it's for Dominate (the idea to stack it with Time Stop), but really if you hit the Softcap for defense, being able to hold hard targets isn't that big a deal, though I suppose it could prevent runners.

Power Mastery has Power Build Up, which you can use with Farsight for a dramatic increase in ToHit and Defense buff. Power Boosted (and fully enhanced) Farsight gives ~32% Defense and ToHit, each.

The Incarnate Softcap for defense is ~59% Defense.

On my defender I run PBU'd Farsight, Maneuvers, CJ, Weave and the Steadfast Protection +Defense IO which gets me ~52% Defense to all. With a duo really all you would need would be the twin PBU'd Farsights and all your defense and tohit needs would be filled. (That would add an extra clicky, but it's one you don't have to use that frequently. I leave Hasten on auto, then just hit PBU, Farsight, Chronoshift every time CS recharges.)


Question two; Are you set on Agility Alpha? I ran the Agility alpha for awhile on my Time/Fire, (Hey End Mod, Defense AND Recharge? Sign me up!) but the fact of the matter is that Cardiac does a hell of a lot more to help your end management, if that's what you need the alpha for. I switched to Cardiac and I've never looked back (But then I run a lot more toggles than your builds have).

Now, you've got twin Chronoshifts, and could stagger the buffs to increase the uptime of the recovery buff (WHY oh why doesn't it last the full duration? ), so that may not be an issue for you guys, but it's something you might want to consider.


Question three; are you set on taking the nukes? With the level of recharge your builds put out, the likelyhood is that due to their crashes, nuking is going to hamper your damage output far more than it helps them.

Likewise, even solo time defenders can be built to be incredibly resilient, so they're not even going to get much use as a last resort type power.

This is my Defender's current build:
http://www.cohplanner.com/mids/downl...46FF1F2687E3C0 EDIT: Heh, just noticed that my mids build had a few errors compared to live. Fixed it.


@Oathbound & @Oathbound Too

 

Posted

If you're on freedom, send me a tell and I'll be happy to demo what a high-end PBU+Farsight Musculature (Clarion Core/Clarion Radial) build can do and answer any questions you might have.

I could demo either in +4x8 DA, +4x8/+2x8 ITF, or +4x8/+2x8 Ambush/Patrol Farms. I can survive the +4 versions, but the +2 versions are more in-line with my offensive capabilities. Note +4x8 DA is essentially equal to +2x8 normal mobs for offensive-vs-npc-target once adjusted for mob difficulties, higher mob resists, and level shifts.

----

Double Stacked Farsight should cover your to-hit needs. You can simulate this in mids, using the exemp base options and adjusting to-hit appropriately or modifying the database, whichever you prefer. If not, then double stacked PBU+Farsight will definitely cover it.

If you are not futher IO'ing the builds, For Incarnate Content, I would definitely suggest PB or PBU for one of the builds. I would mirror PBU on both builds, but it wouldn't strictly be needed. Without one PBU, your coverage could be spotty depending on the reliability of your debuffs. with one PBU you're barely covered sans-debuffs. With two you're covered and have room for some psuedo-DDR, then your overlapping debuffs can work as further pseudo-DDR. At that point, with stacked (PBU+Farsight and Debuffs) you'll make most tanks jealous, and you'll be able to take quite a few hits before you cascade.


Alpha
Paired: Musculature Core T4 and Musculature Core T4
Solo: Musculature Core /Agility/Cardiac/Vigor/Other T3/T4

Paired you want damage. Solo you may need endurance management or other.

Destiny
Paired: Ageless Core +Recovery T3/T4 and Clarion Core T4/Clarion Radial T4
Solo: Clarion Core T4/Clarion Radial T4

Paired one of you will be endurance management, the other status protection or status protection +special +defense buff.
Solo you'll want either Status or Status +special.
Clarion Radial acts as another PB to effectively grant PB+PB/PBU+Farsight ~= 50 defense. If you both used it you could almost hard cap defense. Drop a vengeance into the mix and you could be surpassing the defense hardcap. Yes, there IS a defense hardcap. Nevermind all the talk of the piddly little softcap. O.o

Note: Clarion Radial T4 works for both of you, which gives options of synchronizing or alternating to optimize either or both defense and status protection. I've never experimented with synchronized stacked clarion radials and if there is a hardcap to +special. If there's no hardcap to +special or it isn't reached with a pair.
Alternated that could be .... approximately ... 7 + (2 * (12.5 * (1 + .55 + .8 + 1.6 + 0.4)) ~= 115 ... possibly capped to 107 ....
Stacked that could be .... approximately ... 7 + (2 * (12.5 * (1 + .55 + .8 + 1.6 + 1.6)) ~= 145 .... Likely Capped to Either 107 or 132 ... if +special has a cap.
Needless to say, I almost never run the Clarion Radial version, but it's a nice option to have if needed. I typically run Clarion Core instead.

Further Note: The teamwork required to pull off the (synchronized stacked clarion radial+pbu+farsight) is emmense. It's pretty well limited to voice chat and/or sitting right beside each other. However, the benefits are along the lines of borken(tm).

Interface
Paired and Solo: Reactive Radial or Degenerative Radial on both. T4

Reactive is the best damage, but everyone and their granny uses it, there's a limite to stacking (which means it's often wasted due to the stacking limite on teams), and it causes things to run like chickens with heads cut off.

Degen is likely second best, and not everyone uses it, and it's exotic damage. Degen with Chem ammo practially ignores T9s. Degen with Chem Ammo and Seers* Lore would ignore T9s.

*However, as a warning, Seers lore are also the weakest overall damage, so unless you're specifically hunting T9 Avs, Seers are not worth the investment. That translates as Master of Lambda.

Judgement
Paired and Solo: Void Radial -Damage T3/T4 on Both:

Pseudo 30 second T9 on 90s recharge. That's 2 out of 3 spawns or 60 of 90 seconds under a pseudo T9 ... The things I could do with that second copy, I'd totally pay for that, even if the second copy did no damage, the debuff alone would be worth the money.

Lore
Paired and Solo: Cimmies, Warworks, and .... optional Longbow, Bots, Any. T3/T4

Cimmies are the best Single Target damage.
Warwarks are the best overall

See: http://boards.cityofheroes.com/showp...7&postcount=26

Longbow with the Cat are going to be the best for level 50 and above Giant monsters. For most all other content pure damage will trump the debuffs. For those really hard targets I'd likely mix (one LB with one Cimmie). For DD and above itrials with massive resists, I might even look at two LBs. It really depends on where the numbers fall in actual combat, and how much other support and debuffs are on the team. If the special debuff resists I've heard talked about are too high, then you'd have to go the opposite direction and ditch both LBs and go with Two Cimmies for a pure damage approach.

Bots are just my personal subjective favorite and have nice AoE, but this has no basis in fact nor in scientifically measured nor tested performance. I just like them.


 

Posted

Woo! All this stuff is nice y'all, thanks! I honestly wasn't posting to show off, and I re-wrote the OP a few times over to try to shrink it down.

There's no worries about PBU/Clarion/Ageless synchronization, since we do sit at the same desk. We're a bit too synchronized apparently; most teams accuse us of being a single person with a bot.

Thank you for the hard numbers on lore pets & iTrial defense softcaps! I don't know why I didn't think of PBU, and now I feel stupid. Totally got that ready to go now. We'll go with the Warworks Core, because they're pretty cool and our defenders are kinda botty-looking. I like the idea of double-stacking Void Radials -- that's a lot of -damage along with strong PBAOE damage too (and we can color them whee). Considering we live in melee that sounds great. Good thoughts on the Degenerative too. Might get both Reactive and Degenerative Radials, for team v. trial stuff respectively.

I decided that why not add a few purple sets to the builds? There's some +recovery in there generally, and it adds some significant damage. Easy enough to get a more boring set in like Devastation and upgrade from there as we get H-merits.

We hit 40 a few days ago, while Fake farming from those events going on (well, at least we have 3 of the 4 accolades!). We proceeded to chew through some +2 and +3 multi-boss spawns on the Peregrine docks with no difficulties; we each got hit once and that was all of note.

I'm still torn on Musculature v. Cardiac v. Agility. I'll say that, we will have PBU up plenty and we tend to use Chrono Shift within about 3 seconds of each other (ditto Farsight) so we have periods of extreme happy endurance. PBU DOES buff the +Endurance (not the recovery, just the End gift) right? We'll have 62% Def(All) forever with our double PBUs. Still wanting to keep Vengeance just for laffs though. I really don't know if getting our Chrono Shifts PBUd most of the time, plus Ageless (does PBU affect THAT?) will be enough for our end? I added new builds below: I added one extra toggle, and reworked a ton of slotting, and we will be running an extra toggle for it.

The builds have Musculature Core on, which adds a small amount to all of our attacks, I don't know if adding ~10% damage to Blaze/BIB is really that useful, for example? Or will it be most useful to just TRY, and if we seem to be struggling with endurance issues change over to Cardiac or Agility? I haven't played on my 50s lately so I'm not sure how common shard drops are nowadays. The builds are also set to max level enhancements; I don't see us exemping much at all since we went through Task Force Commander while leveling up.

So: any mistakes? I assume we'd be WELL at the point of having enough ToHit by now, and obviously we'll be fine in the Defense dept. as well as having Temp Invulnerability just to soften the hits that leak through. The builds, with only 3 holds and 2 hold-patches, now are chock full of hold procs, because it makes me happy. And because I have so many extra stupid slots.

(Edit: And yeah I do take into account our Vigilance bonuses for figuring out damage when duoing, but of course not for iTrialing)


Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)

 

Posted

Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Acceleration: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Fire Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(27)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Hold%(45)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(46)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(34)
Level 6: Temporal Selection -- Heal-I(A), Heal-I(11), Heal-I(11)
Level 8: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(43)
Level 10: Distortion Field -- EndRdx-I(A), Lock-Acc/Rchg(31), Lock-%Hold(50)
Level 12: Time Stop -- G'Wdw-Acc/Rchg(A), Lock-Acc/Rchg(15), Lock-%Hold(15)
Level 14: Fly -- Flight-I(A)
Level 16: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 18: Farsight -- DefBuff-I(A), DefBuff-I(19), ToHit-I(19), ToHit-I(36)
Level 20: Rain of Fire -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21), Dmg-I(37), Dmg-I(37), Dmg-I(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 26: Slowed Response -- RechRdx-I(A)
Level 28: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(40), Dev'n-Hold%(46)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(43), GSFC-Build%(50)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(39), EndMod-I(39), EndMod-I(39)
Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Hover -- Ksmt-ToHit+(A)
Level 41: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(43)
Level 44: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(45), AdjTgt-Rchg(45)
Level 47: Time Crawl -- EndRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(25)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Musculature Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Warworks Core Superior Ally
Level 50: Ageless Core Epiphany
------------



Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Deceleration: Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(27)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Hold%(45)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(46)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(34)
Level 6: Temporal Selection -- Heal-I(A), Heal-I(11), Heal-I(11)
Level 8: Frost Breath -- Range-I(A), Ragnrk-Dmg(15), Ragnrk-Dmg/Rchg(15), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(46)
Level 10: Distortion Field -- EndRdx-I(A), Lock-Rchg/Hold(31), Lock-%Hold(50)
Level 12: Time Stop -- G'Wdw-Acc/Rchg(A), Lock-Acc/Rchg(13), Lock-%Hold(13)
Level 14: Fly -- Flight-I(A)
Level 16: Freeze Ray -- G'Wdw-Acc/Rchg(A), Lock-Acc/Rchg(17), Lock-%Hold(17), Dev'n-Hold%(48)
Level 18: Farsight -- DefBuff-I(A), DefBuff-I(19), ToHit-I(19), ToHit-I(36)
Level 20: Ice Storm -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21), Dmg-I(37), Dmg-I(37), Dmg-I(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 26: Slowed Response -- RechRdx-I(A)
Level 28: Bitter Ice Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(40), Dev'n-Hold%(46)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(43), GSFC-Build%(50)
Level 32: Chrono Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(39), EndMod-I(39), EndMod-I(39)
Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Hover -- Ksmt-ToHit+(A)
Level 41: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(43)
Level 44: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(45), AdjTgt-Rchg(45)
Level 47: Time Crawl -- EndRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(25)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Warworks Core Superior Ally
Level 50: Clarion Core Epiphany
------------


Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)

 

Posted

Quote:
Originally Posted by Culex View Post
I'm still torn on Musculature v. Cardiac v. Agility. I'll say that, we will have PBU up plenty and we tend to use Chrono Shift within about 3 seconds of each other (ditto Farsight) so we have periods of extreme happy endurance. PBU DOES buff the +Endurance (not the recovery, just the End gift) right?
Other way around. PBU boosts the +Recovery, not the +End.

Quote:
Originally Posted by Culex View Post
We'll have 62% Def(All) forever with our double PBUs. Still wanting to keep Vengeance just for laffs though. I really don't know if getting our Chrono Shifts PBUd most of the time, plus Ageless (does PBU affect THAT?)
Nope. Incarnate Abilities are unaffected by any outside buffs. They DO benefit from your Alpha slot though (Except for Recharge).

If you stick with Musculature Core Paragon the only notable benefit (Edit: To Your Incarnate Powers) will be that your Judgement, Interface DoT proc and Warworks Lore powers get a bonus to their damage.

If you switch to the Musculature Radial Paragon it's +End Mod will affect Ageless's +End and +Recovery.



With one of your running Ageless you shouldn't have any end woes, so Cardiac would be unnecessary.


@Oathbound & @Oathbound Too

 

Posted

PBU should buff Chrono. However, my testing indicated that it does not. It's possible that it's a bug with the power, a bug with the stat monitors, etc. From experience fighting I can't tell that it effects Chrono Either. It is possible that it DOES effect chrono, but that chrono is a pulse and so it's only effected for the 10 to 15 seconds that PB/PBU is active. This would be the most likely explanation.

Ageless +Recovery T3/T4 is overkill on recovery. It's roughly double recovery or more. I'd have to go back and look it up, but I'm thinking it was in the neighborhood of 4.0 eps.

Musculature Core Paragon T4 is well worth it. However, T1, T2 are meh. It's the punching past the ED cap that counts, and you don't get that in noticeable levels till Musculature Core Paragon T4.

Cardiac however, is helpful at T1, though I'd grab a T3 for the level shift when/if I want to use it while solo. Most missions are not nearly as intense as what I build for, you may well find you have plenty of endurance once you finish out the builds as is.

As I recall, and don't quote me on this. But once upon a time I figured up the relative eps levels of the options. I don't recall the exact answers but it was something along the lines of:
* Radial +endmod (musculature/agility) is .1 to .2 eps. Translation, if you need a little bit, a radial might be just what you're looking for. Of course, if a radial is enough, then a base empowerment would be enough too. Therefore, I almost never recommend the radial option. Also note, the radial option is only noticeable once you reach T4, for the same bypassing ED caps reasons. pre-T4 it'll be even more underwhelming.
* Cardiacs roughly .6 to 1.0 eps
* Agelesses 1.0 to 4.0 eps

You'll have to decide how long do you want to be able to fight. Prefer 180s, but would settle for 120s.

Using a 120s fight as a minimum benchmark ... assuming lotsa stuff....

If you're dry in 95s, then a radial would make you 120 seconds.
If you're dry in 60s, then cardiacs would get you variably between 85 and 120 seconds.
If you're dry in 30s, then Ageless would get you variably between 60 and infinity seconds. Aka: Ageless +recovery T4 can solve all but the most ludicrous abuses of endurance. Synchronized with Nukes it can make the nuke crashes painless as well.

For level 44 and down Malfactoring, soloing, and/or non-ageless builds, I'd recommend Force of Nature alternated with Conserve Power ... and of course PBU. I don't know if that will or won't be enough endurance for you, but it's definitely a step in the right direction. In non-stop fighting, I can go over an hour full out AoE Damage by alternating those two. It gets a little tight sometimes between them depending on recharge. Near perfect balance, and I'll be using 20% or 30% less endurance than fire going all out AoE. I'll also be doing 20% or 30% less AoE damage as well. Mixed Blessing, I can fight forever, but do less damage. However, due to the nature of the "Stupid Scrapper Tricks" I like to pull, Fighting forever was a priority for my build.

For more endurace:
* Base Empowerments - They last an hour and are easy to renew if you store 10 of each component in the base next to the empowerment station. I do this a great deal on lowbies, but don't normally do that on mature characters.
* Recovery Serum Temp
* Accolades
* Maybe even some Day Jobs

If one of you runs ageless +recovery, you won't even need Musculature Radial.
If you stick to Musculature Core Paragon T4, you're Judgements, Lore, and Interfaces will see a large benefit. Offense really IS that important. You have everything else in the build, even a few kitchen sinks, you need OFFENSE.

"Non-Musculature Core Paragon T4" would turn my 48 second pylon into a 90+ second pylon and make me sad.

"Non-Musculature Core Paragon T4" would turn my double nukes that take out anything +2 and down, to leaving lotsa ticked off angry, but still alive stuff poking me with sticks and leaving me sad, sore, bloody, and bleeding.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
PBU should buff Chrono. However, my testing indicated that it does not. It's possible that it's a bug with the power, a bug with the stat monitors, etc. From experience fighting I can't tell that it effects Chrono Either. It is possible that it DOES effect chrono, but that chrono is a pulse and so it's only effected for the 10 to 15 seconds that PB/PBU is active. This would be the most likely explanation.
If it's not affecting the +Recovery component of Chrono Shift that's definitely a bug.

Looking at MIDs does show it not buffing the recovery or end return for whatever reason. But only the +Endurance portion is flagged to [ignore enhancements and buffs], the +Recovery is not (Otherwise even slotting it for endurance mod wouldn't do anything).


@Oathbound & @Oathbound Too