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DreadShinobi

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Everything posted by DreadShinobi

  1. Combat Jumping is an excellent defense pad with super low endurance cost. It also provides immobilize protection. The OP's power selections included exactly 5 defense powers for 5 LotG bonuses Blaster CJ with a +5 LotG = 2.1% def-all at 0.07 EPS Blaster Stealth with a +5 LotG = 2.1% def-all 0.33 EPS Blaster Manuevers with a +5 LotG = 2.73% def-all at 0.39 EPS CJ is still a good choice for a hover blaster and especially for a hover blaster that wants to include some melee attacks! False. Probably shouldn't post then.
  2. I agree! There was an update where all my mids buttons became shiny/metallic after an update and I just really didn't like it so I went back to an older version and just update powersets manually as needed that have changes to powers in powersets that I actually use. Maybe there is a work around to have an updated mids that doesn't look all shiny, and eventually I'll need to do a real update, but for now I can still wait
  3. I'll just put it out there that back on live one of the speed records for the ITF, back when 14 minutes was the fastest time in the game, included Rempire's energy/energy blaster. People with disdain around knockback in teams is well justified, because we all have had those experiences where careless usage of knockback can have a very negative impact on our game time, but really the sucky part is just that the people who don't use it well or don't care to use it with consideration for others put that grief on the people who play characters with knockback powers well and can function with others without being disruptive because they've played those characters enough to understand the nuances.
  4. An endurance discount like Overgrowth, conserve power, and energize is not the same as an endurance grant like performance shifter, panacea, or transference which is basically just a heal for your blue bar and therefore has no need to show up as a combat attribute in mids. I pretty regularly edit my mids database as needed because I use an older version that I like better.
  5. @Linea maybe consider some niche application of traps poison trap -1000% regeneration for your duo relentless ASF.
  6. Arch/Storm and Arch/Cold are excellent suggestions. Freezing rain and sleet work very well with rain of arrows. Both storm and cold benefit heavily from force feedback procs in explosive arrow. I would probably give the edge to storm because the force feedback procs do a little more for tornado and lightning storm than they do for heat loss which can be permanent without the proc. Archery is also very endurance light to complement storm summoning.
  7. Sonic/Sonic is probably the best pairing for defenders, dark and water are good pairings too. Sonic/dark cannot take Achilles heel though. You may also consider fire/sonic as a corruptor which does very respectable dps.
  8. It is damage without animation time.
  9. I actually did not know this! I thought once it is gone it's gone. I've never gotten it more than once. Appreciate the correction @Major_Decoy
  10. Many temporary power rewards from story arcs are only meant to be gotten once. Things like wedding band would be pretty overpowered if you could infinitely pay to refund the available usage.
  11. Typically Banished Pantheon (-res) or Longbow (-regen).
  12. You may find yourself to be quite squishy on higher difficulties like relentless where there are massive tohit buffs in play unless you are being provided additional defense buffs from your allies. Veats still have the same hold ups as they do in other content such as low base hp, low base resists, lack of self healing, but their team buffs should be more valuable than ever because groups are more likely to stay together where more allies will be grouped up to benefit from your aura leadership buffs.
  13. I'll post my fire/em build so you have something to compare with. This is built with power boost in mind, which gives 6% defense-all when it is up with about a 2 second downtime, less with sg base buff or any team buffs or amplifier. Slotting Superior Defiant Barrage status protection proc into a targetted aoe like fireball that you can always cast on cooldown and open with is much more reliable protection than putting it into flares. Your defense numbers look nice, but you have missed so many good damage proc opportunities. (make sure to toggle off your gaussian proc in tactics when comparing damage) Your BS = 325.8 avg dmg, my BS = 615.6 avg dmg ....yikes. Your Blaze = 438.7, my Blaze = 505.8 Your EP = 242.9, my EP = 323.9 Your Blazing Bolt = 464.1, my BB = 615.1 Your Inferno = 926, my inferno = 1101 + fury of the gladiator proc which increases all dmg ticks of inferno + any follow up attacks for hard targets that survive. Your Aim/BU recharge in 35s, mine recharge in 28s and have the gaussian proc firing more reliably. I took Munitions on this build for surveillance, -34% resist debuff when achilles fires is no joke when that resist debuff is amplifying blaster level damage, and blaster level damage that is proc loaded. If I was looking for a more survivable build I would use Mu mastery, which my fire/fire blaster does. I do take and use Fire Breath. It is one of the most underrated attacks in the game that takes a whole lot of shit for its animation time, some of which is justifiable, and some of which is misplaced. First is that using Fireball right before Fire Breath means your fireball is recharging while Fire Breath animates. With a high recharge build you need only cast Blazing Bolt on the boss of the spawn after Fire Breath and then your Fireball will be ready to cast again. You otherwise only have 1 aoe to work with outside of Inferno and you will find your aoe damage to be lacking without Fire breath. Animation time is more important for single target attacks than it is for aoe damage / aoe attack chains because of the longer recharges and gaps between your aoe output. Next is that even with the hideously long animation time the DPA actually comes very close to fireball [with status resist proc] when fire breath has 2 dmg procs, which have a higher chance to go off in fire breath than in fire ball. Blazing Bolt range buff increases Fire Breath range to 72 ft without boost range. with arcanatime fireball DPA = 156.2 dpa double proc fire breath = 121.8 dpa Aim+BU+Gaussian+Fire Ball+double proc Fire Breath = 1005.7 avg damage and 1312.5 dmg after your 2nd fireball that is not gaussian boosted. This is inferno level damage and gives you much better aoe consistency when Inferno is not available. Inferno generally has enough damage all by itself with Blaster base damage to not need aim/bu boosting into overkill. Power Boost + Vengeance = 34.75 def-all with just the base slot lotg mule. I also like regen, and this build has alot of slots to spare (you will also notice the 2 slots I put into hurdle, which can be moved). I hit about 8 hps above your build which is an additional 480 health every 60 seconds. Free green insps. As I mostly play on teams rather than soloing, and as such I find myself often the recipient of at a minimum in range of one other player's Maneuvers buff or other team def buffs, I find regen slotting to be more valuable. Also has the power transfer proc. Different strokes and different build values. You have some great defense numbers, but arguably if you were looking to make a more survivable blaster I would just go Mu Mastery over Mace Mastery for the +s/l/e resists and possibly dip into rune of protection as well. This is what I do on my fire/fire/mu blaster and it works exceptionally well for those sexy tank-mage feels. Take a look at this build for fire/em and compare the difference in potential offensive output with the amount of slotting you invested into your defense numbers. This is the highlighted opportunity cost. Fire/Em is a worthy candidate for investing into a 2nd build. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48) Level 1: Power Thrust -- Empty(A) Level 2: Energy Punch -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21) Level 4: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(9) Level 6: Build Up -- RechRdx-I(A) Level 8: Fire Breath -- PstBls-Dam%(A), PstBls-Dmg/Rng(9), PstBls-Dmg/EndRdx(11), PstBls-Acc/Dmg(11), PstBls-Acc/Dmg/EndRdx(13), Bmbdmt-+FireDmg(13) Level 10: Bone Smasher -- TchofDth-Dam%(A), Mk'Bit-Dam%(15), GldStr-%Dam(15), Hct-Dmg(17), Hct-Dam%(40) Level 12: Aim -- GssSynFr--Build%(A), RechRdx-I(37) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34) Level 18: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(23), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(31), Apc-Dmg(31), GldJvl-Dam%(33) Level 20: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(36), Rct-ResDam%(43) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), GldJvl-Dam%(31) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39) Level 30: Tactics -- GssSynFr--ToHit(A) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), FuroftheG-ResDeb%(42) Level 35: Body Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45), ImpSki-Status(45) Level 38: Vengeance -- LucoftheG-Def/Rchg+(A) Level 41: Surveillance -- AchHee-ResDeb%(A) Level 44: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(46), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(48), Stp-KB%(48) Level 47: Tough -- StdPrt-ResDam/Def+(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(37), RgnTss-Regen+(40) Level 2: Hurdle -- Jump-I(A), Jump-I(50) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1535;716;1432;HEX;| |78DA6594C94F13511CC7DF6BA7C2945696B20A08B42CB52D4347BDB86290C5084D8| |8446FA619615226623BB6259193A2FE055E4C5C2F1EC4EDA251E3CDF807A8D19BFE| |016EB8C4C4C453FDCD7C7FB5844E3AFDBCF77DBFF5CDBC499D1B0F3C9A5A1D15327| |878C92814D263F45F34F3BE9491B1E68573D5D0DDC172FA9891CD980BDAA4953761| |1A29AFCC2DDB762E5FD426B2663EB3924E1959CB5E5E328A562E2BFCB3B9DC92366| |79BE642C01DCE98866D6533F5E5C982992F2C5A76D09D4F5A99C522ADB64ED8D6BC| 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  14. Going to second everything @LynxNordique had to offer about psi mastery. Indomitable Will is super powerful by itself, and supporting taking ageless over clarion is a big deal, especially for the endurance heavy storm summoning. Psionic Tornado is also more than ok, it has a 20 ft radius compared to the typical 15 ft radius. The knockup is reliable, as is the forcefeedback procs that it generates allowing you to cast Tornado, Lightning Storm, Freezing Rain, and Seeds of Confusion more frequently. Any encounters with psi damage foes become very trivial where you would otherwise have a hole here, and is especially noticeable on the Minds of Mayhem trial where the pink circles become no more than a tickle.
  15. I'll toss your 'lol. no.' right back at ya. You will not find a difference between 3 and 4. Actually try playing a character with mag 3 kb prot and see what puts you on your back. The only difference between 4 and 8 is that you wasted a slot, it isn't better it is actually worse because of the slot tax. For the same reason 12 is also not better because the situations where you would need mag 12 in prot are so rare you can just get the sg base temp and save you build 2 slots.
  16. Shield with Rad melee. You get AAO with the irradiated ground damage aura. Radiation Siphon heals for 2x siphon life. Both super offensive and highly durable.
  17. Please list the actual critter attacks that fall between mag 3 and mag 4 knockback protection. Now granted I don't actually use any characters with mag 3 kb protection iirc unless that bonus is coming from 3pc gladiators armor, because I do not find slotting 3pc fury of the gladiator to be worthwhile in a pbaoe attack compared to other available options, but I think you will find the difference between mag 3 and mag 4 kb protection to be virtually non existent if blessing of the zephyr, karma, or steadfast do not fit as comfortably in your build. Just as there is almost no difference in actual gameplay between mag 8 and mag 12 kb protection, which I know for a fact there is no value in slotting mag 8 kb protection. Mag 12 kb prot can find several uses such as Rikti pylons and those clockwork bosses in incarnate content.
  18. There's little point to soul drain (and even aim) when you have fulcrum shift.
  19. I imagine it is the backflip animation of eviscerate and ripper (spines).
  20. I am currently looking at nature affinity as a great option for relentless specific runs. I just haven't decided on defender or controller. Controller gets psi app with permanent mez protection and psinado for force feedback procs and obviously some better control options. Defender gets the juicier buff mods. Nature looks good to me because of the heal over time effects, absorb shields, and a fast recharging rez (by means of slotting ot with panacea). Overgrowth is actually an incredible t9 when the rest of the set is supported by content challenging enough to require the defensive nature of the rest of the set. Defender Overgrowth provides 82.5% dmg buff, conserve power, and a huge tohit buff to counter the +defender passive from relentless. Power boosted overgrowth + non power boosted tactics = +52% tohit buff. Defender vs troller is proving to be a hard choice here
  21. I am wondering if anyone has tested kinetics repel + seismic shockwaves.
  22. I generally find myself latching on to specific power sets that fit my playstyle and then proceeding to make an excessive number of variants searching for which combination works best for me. For example I have played plant doms with rad, fiery, and thorny assault secondaries, and plant with poison on controller. I do have a grav/fiery dom and enjoyed mind/fire before the servers went down, but otherwise I am far more likely to make another plant dominator with a different secondary than I am to play a primary that is not plant because plant control is like a pair of pants that fit just right! My play experience with plant/rad, plant/fire, and plant/thorny were all unique enough in my book. As with plant control same goes for energy aura stalkers that given time which I do not have, I would make an EA stalker with nearly every primary before touching any other secondary [and each EA stalker I have made has felt entirely unique from any other, they just all have that fabulous foundation], or with fire blasting blasters, I am more likely to play fire with every blaster secondary before touching a primary that is not fire or any brute that is not fiery aura. And yes I realize this may not be very relatable but how I enjoy coh :> homogeneity can be good as @Bill Z Bubba points out, I equally share my frustration around powers being adjusted for some instances but not all, and this is an issue being perpetuated by the changes being made by our current dev team, and will hopefully be looked at eventually, hopefully before a hole is not dug too deep where there are too many differences between powers that all have the same name but perform vastly different depending on if is dark mastery soul drain or soul mastery soul drain or domi hurl boulder or scrapper hurl boulder. However homogeneity between power sets as @DougGraves suggests above would take a whole lot away from the unique play experiences that I've had and can still have replaying powersets that I enjoy with new combos.
  23. What? Time and effort is defined by resting in front of a CoT crossbow minion, going to sleep, and waking up to badge progress? This is poor game design, the badge system in CoH is great. Badges that encourage afk farming of credit are poorly designed. Yes if you put "effort" into grinding out a number that is then reduced it doesn't feel great, but it is otherwise a healthy change for the game as a whole. This is coming from someone who earned Empath back on live before it was reduced via overnight arena heal farms and did all the organization to gather interested parties and set up the event day after day. Earning Empath was an *intense* grind, but any grind that is based on keeping your character logged in while you're sleeping is not in the spirit of this game.
  24. You asked the exact same question here and the answer from @Bopper would be exactly the same for performance shifter as it is for panacea, other than it does not grant health.
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