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Snakebit

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Posts posted by Snakebit

  1. This is a great thread, very helpful.  Quick question,

     

    Does the -res proc not stack from separate sources? I have it in 4 powers on my Dark/Storm and I don't believe that it does. But the mobs are forever debuffed. Is it worth slotting it in four powers, or should I tune it back? I try to solo as much as I can and I don't really want to spend the inf to diverge into separate builds for solo and team play. Not while leveling anyway, and I don't want to Pl beyond the Storm pets. Haven't ever played a toon with 4 pets!

  2. On 6/20/2019 at 6:51 PM, srmalloy said:

     

    This. My personal opinion about how they choose to play, so long as what they're doing doesn't throw obstacles in front of me, isn't important to anyone but me. That said, I have to feel a little sad when I see "Level 50 [archetype] lf anything" or "Level 50 [archetype] lf AE farm" in the LFG channel, because i know that there's enough content to keep people busy for a long, long time, and I have to wonder how much of it is people wanting their old characters back as fast as possible, and how much is from other MMOs teaching people that everything you do prior to level cap and getting twinked out for endgame raids is just makework, and the game doesn't really start until level cap, so they come here and treat it the same way, even though CoH is (at least to me) more about the journey than the destination.

     

    But, hey, if they want to bumrush the level cap, twink themselves out to the limit, and then spam chat looking for something to do that won't exemp them down off their carefully-crafted peak of power, my only objection is with the latter. I think they're missing out on what made CoH what it was, but if the devs had genuinely wanted to stop people doing things like that, they could have easily made it impossible shortly after the first level-50 "AE babies" that didn't know how to get to Kings Row appeared.

    There is very little great content in the majority of the game. Almost nothing below 32. Very little between 32-50. Slogging through hordes of Vhazilok and Tsoo while you are gasping for endurance hoping that the second *insert pain in the ass mob* coming around the corner won't aggro before the *really important power to deal with this crap* recharge is not the most fun that can be had. Running that content at will will a decently built exemplar makes that grindy ass nonsense tolerable and sometimes fun. Why should I have to deal with it when my character isn't built when I have the option to play it at my leisure when I have the character how I want it?

     

    Why do so many people just not get that?

  3. 2 hours ago, WhiteNightingale said:

     

     

    Also... both Valiance Online and City of Titans are still a thing to come,

    I'd wager a hundred dollar bill against City of Titans ever being anything beyond a tech demo with content to about level 10 or so. 

     

    I'd do it here and I'd do it now. 

  4. 19 hours ago, TraumaTrain said:

    That was a fun costume contest. (Tsov Tom here, aka Rich.) Some really good looks! Millennia was super. Great name too. And Angry Invader's Marvin the Martian costume was awesome. 

     

    I'm glad I made it home in time to catch it. 

    I couldn't make it....Is there a screencap of Marvin??

     

  5. 1) Nerf Regen.

     

    Here's what I posted on Reddit:

     

    I really really want to see an instance map revamp and some modernization of the Radio/Paper missions.

    Either completely remove the purple caves from the game as much as possible or scale them up to a size appropriate for 8 person teams. I'd honestly be happy if someone just opened them in whatever map editor CoH uses and scaled them up proportionally 200%. I realize this is probably no small amount of work, but I think it would vastly improve the day to day experience for everyone, especially on radio runs and whatnot. Nobody opens a radio hoping for another cave map. Modern textures would be nice, but I honestly don't much care about that.

    I'd also like to see some customization features in radio missions, where the team leader can select the enemy group and mission objective from a list of everything available, not just 3 missions. Something similar to Anarchy Online. For instance, you open the radio and instead of three missions, there's a few drop down menu's. First one sets the enemy group, second one sets the mission type, third one sets the map set. You don't choose from what the game says you can choose from, you choose from everything and the game spits out a mission.

    It'd be a great QoL feature if we could get some better inventory controls. Shift-Clicking on sell automatically sells the entire stack of salvage/recipes. Shift-Drag moves every item in the stack to the AH. Control+delete key on keyboard deletes the stack, etc.

    An easy access option menu to turn off specific sound and effects on a per power basis.

    Revamp the respec process to be something more akin to Mids in Dynamic Mode please. (Maybe an "advanced" option setting?)

    Please for the love of Gawd, improve the Badge interface. I should be able to click on a badge or accolade and see what I am missing, my progress towards what I am missing, and what missions I need to get what I am missing. I should be able to open this screen while standing next to the Ouro mission crystal. I should be able to pin the window to my interface and leave it open as long as I want it there.

    Please improve the interface for Incarnates. It needs it's very own full screen window. It needs better feedback to the player. It needs to help the player make decisions, not push the player into the help channel. Other than dev time, there's no reason I shouldn't be able to click on a T3 one time, read it's effects, craft it and equip it WITHOUT EVER OPENING ANOTHER MENU. No opening other screens or menus, no going back and forth. One screen. Even if it cascades down into smaller screens, that'd be great. I shouldn't have to remember anything.

    I'd like to see some improvements to models and some animation diversity, but I know that's pretty pie-in-the-sky.

    Modern sounds/improved sounds would be great. I play with the volume down because the sound quality is pretty poor. Also dreaming big here, I know.

    A few simple SG base templates would be REALLY nice, with storage racks and teleporters already set up. Nothing fancy, just working teleporters that have zones already baked in so the player can just drag them around to where they want.

     

     

    FWIW, I'd be happy paying 10-12 a month for a recurring sub. No Microtransactions of any kind at all. I'm not opposed to the concept of monetizing gameplay at all, but I prefer not to have MtX in a game this old...especially if it gates content.

    I know you guys have said that it will remain F2P, but a sub option would be great.

  6. On 9/3/2019 at 1:23 PM, Frostweaver said:

    bs/shield, bs/bio, bs/ea, bs/electric, bs/sr... all will do fantastically well against content up to EB's.


    To be fair, in tower tests and AV's, and stuff that cannot be whipped in an attack chain or two, their damage DOES tend to flag a little behind the DPS sets. Some torchbearer ninnies like to act like tower tests tell you everything you need to know about a set, though. standing-and-delivering against a set target that ignores placate, or clearing a farm map, is a scrapper/brute trick, and has nothing whatsoever to do with the stalker playstyle.

    Fire Farms are a scrapper/brute playground, and have been designed for them. There are maps, however, where you get groups of 2 minions, a minion/lut, and an elite boss.... THOSE farms we tear through faster than even a brute can dream, because they have been designed for blasters, stalkers, and single-target specialists. We don't pull in scads of purple recipes in our farming, but the inf and exp is every bit as krumpty as a fire farm. Brutes will be wheezing for fury every spawn, and scrappers will just be doing the scrapper thing at typical scrapper speed.

    We are the ones that drop the big boys at record speeds without faceplanting. We are the ones who speed-run entire mission arcs in ouro, and BS is an exceptionally efficient tool for that goal.

    Would you so kind as to post an Arc ID or name?

  7. Quote

    But even with a crappy Ice pool the build rocks.

    I'm putting together a Solo Build for my 32 Dark/Storm. I was planning on /Ice because of the cone and rain, which look to me like some pretty decent attacks.  I've got Storm down to a 29 second recharge with Mids showing me 417 damage and Breath is at a 10 second recharge with 152 damage, 52 range.

     

    These together debuff recharge 30% out of the box and I have them proc'd for -resist. Toss in Rain for another -30 resist (plus proc) and snowstorm with -62 rechage. So without using a primary power yet you're in the 50-60ish resist debuff, 90ish recharge debuff and the Epics have already done a pocketful of damage.  Finish locking down with primary and cone should be pretty easy to fit back in, stacking with constant rains.

     

    I don't know, by the numbers it seems like Ice is pretty damn good with Dark...but I'm happy to be informed. I've only ever used Earth. 

  8. On 9/5/2019 at 1:00 PM, DSorrow said:

    it's essentially impossible to fail content because of teammates unless they're actively griefing.

    There is some content that can be failed, notably AVs. Was on an 8 person team that failed Market Crash. We tried until the 10th wipe, we just didnt have enough anti giant robot.

  9. 2 hours ago, Veelectric Boogaloo said:

    Just to be clear...because of a ~100k price jump in rare salvage peeps are now advocating for a huge price increase in packs to increase influence sinks and thereby help stave off a hyperinflation that hasn't shown any other signs of coming and is specifically guarded against by multiple quasi-hard-caps, including the price of those very packs? God I love forums.

    Juat to be clear, no. It was a thought.

    • Haha 1
  10. I'd be interested in seeing what affect raising the buy in on Hero Packs and Winter Packs would be. I assume it would raise the last 5 on Winters and ATO's more and put downward pressure on purples. I wonder how the proportions would settle out. Or would people buy fewer ATO's and Winters and raise the price? Would it be sink enough to curb inflation? 

     

    50m  inf Hero Packs...Engage. 

  11. 21 hours ago, PaxArcana said:

    I would not say that, myself.  I think BOTH parties should adjust.

     

    KB players should try to knock things around, without scattering them or pushing the fight further and further away from the melee guys.  Aim for a wall.  Circle around to throw single targets TOWARDS the melee / INTO the placed-AoE debuffs and DoTs.

    Melee guys should try to position themselves, so that the KB player has a convenient wall to throw the enemy against.  And, accept that occasionally having to move back into range is just going to happen.  And, here's a god one: make sure the enemy doesn't have a drop-off at their backs, or you're going to have to jump down after them.  Inevitably.

    AoE guys should also try and accept that _some_ scattering will happen.  Maybe discuss with the KB player things like, "when the mobs first clump up, give me a couple seconds to fire off my big AoE before you risk any scatter", or, "when I've got a bunch of guys in my area DoT / Slow-patch, try not to know them all OUT of it".

    On a team, you have to learn how to adapt to your team-mates' powers and tactics.  Everyone on that team needs to do this.

    That's why, when I join a TF, I tend to look at my new team-mate's archetypes and powersets ... so I have some idea what they're likely to be doing, and can adapt my own approach to take that into account.

    I played with kb blaster the other day. He was a magician with the kb. He was consistently pinning jobs against pipes, tables, vending machines...he used the geometry perfectly. It was a sight to see. He was able to almost instantly recover his own scatter on yhe few occasions it happened.

    • Like 2
  12. For a 49 capped scrapper SL farm, Arc ID: 10890. 

     

    Asteroid, static high density spawns within aggro range of each other. I use Enflame and Impale to pull in the middle or edge of a spawn. Each spawn has an EB that nets 210k influence.  

     

    I haven't tracked the influence/minute yet, but I have set up a run for that and will report back later. Running with a non-optimized Spine Bio, still have (depricated) Rune. Do have Permahasten and capped Resist, only 30ish defense.  Too lazy to respec.  

    • Thanks 1
  13. End drain in the Blaster powers is nigh useless because only Short Circuit has any -recovery, which you need to keep mobs from attacking once they do get drained. 

     

    Using common IO's as the baseline, you open with ball lightning and short circuit and you've dropped a max of 83 end. That means you have to come up with another 17 endurance on the entire spawn. You can't get that from Field for 5 tics, meaning you are taking damage and mez effects and you have to constantly spam Short Circuit, hoping it hits everything every time. 

     

    This is until 35, when you get Power Sink. You can't rely on Power Sink until 37 when you get the recharge down to 22 seconds. While you are waiting for Power Sink to recharge, you have to keep spamming Short Circuit every time it's up (7 seconds with a 3 second animation) to keep their endurance down. Which means you are pretty much ignoring the green bar in favor of the blue bar. Yeah, you can slip in a few blaps here and there, but your timing can't be off even a little. 

     

    It just doesn't play out. It didn't work with SO's and it doesn't work with IO's. You might be able to spend a bunch of influence and get better performance, but eventually you're going to end up with Thunderous Blast as your primary attack (like all the T9 blaster powers) and all that effort for end drain will have been for naught. 

     

    You're better off with a Dominator  if you want to sap and blap. The Dominator elec assault set has pretty poor damage, but you can get decent numbers and actually keep large spawns drained with relative ease.  

     

     

    Now, if you want to just use SC as a utility drain and focus on damage, different story. But again, you still have to combine 100% end drain and the -recovery to get any real benefit from it, and if you build for damage most stuff should be dead by the time you drain end. 

     

     

  14. I usually get an error when I try to export with the settings you have. It appears to have worked this time. 

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Miss Megahertz: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Havoc Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(7)
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9)
    Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)
    Level 4: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11)
    Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25)
    Level 8: Thunder Strike -- FrcFdb-Rechg%(A), Obl-%Dam(31), FuroftheG-ResDeb%(34), Arm-Dam%(37), SprScrStr-Rchg/+Crit(40), ScrDrv-Dam%(40)
    Level 10: Active Defense -- EndRdx-I(A)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19)
    Level 18: Chain Induction -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(40), SprScrStr-Acc/Dmg/Rchg(42), SprScrStr-Dmg/EndRdx/Rchg(42), EnrMnp-Stun%(42), OvrFrc-Dam/KB(43)
    Level 20: Phalanx Fighting -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(48)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
    Level 24: Cross Punch -- RzzDzz-Immob%(A), RzzDzz-Acc/Rchg(27), RzzDzz-Acc/EndRdx(27), RzzDzz-Stun/Rng(29), RzzDzz-EndRdx/Stun(31), FrcFdb-Rechg%(31)
    Level 26: Lightning Clap -- RzzDzz-Immob%(A), FrcFdb-Rechg%(46), Acc-I(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Super Jump -- Spr-EndRdx/Jump(A)
    Level 32: Lightning Rod -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(33), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
    Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39)
    Level 41: Injection -- DarWtcDsp-Slow%(A), CldSns-%Dam(48)
    Level 44: Aid Self -- Pnc-Heal/+End(A), Pnc-Heal/Rchg(45)
    Level 47: Caltrops -- SprFrzBls-Rchg/ImmobProc(A), ImpSwf-Rng/Slow(48), Ann-ResDeb%(50)
    Level 49: Field Medic -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(43), Mrc-Rcvry+(43), RgnTss-Regen+(45), Prv-Heal(45), NmnCnv-Heal(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    ------------

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1459;687;1374;HEX;|
    |78DA65944B4F135114C7EFB45391D2964279435B8ABC2C506874AB2C044D9449488|
    |89AF8AA637B2D9334A569AB415DB970A50B777E017C6DDC1BBF818FF8195CC90635|
    |F10501ACA7F3FF03C64EDAFCE6FECF39F79E73EEBD63ADCE055E9DB93FAB8CD0A98|
    |25DA96496B265BB54D2659F65E79DAC9227643995CAA0A5F3F6B22E57EF368914DF|
    |F3CA58BAA0756ABEA0B3D5B293B50B100EEC73FAA62E56746A69D9D185DCDE50051|
    |657560AA9056D979C623EE80E4E3BF9E5AA8CFCEE68A9A4750E064BE79CAC53D491|
    |F992934D5D94989562C6B22B555DBED323C98CC8FF5750F1A9F9D425C198A93C97C|
    |92BA07995BC061ECA80FE7AACE1C67A54A7BCA4C5D6011E0E832DE263D0C7A04F88|
    |3E21FA04C4C70B1FAF77CB8BF81FA0FF27B9096E8AAF8FF9FAD63CAED6FE14EC784|
    |63E077B5E902FC12D896DC23ABEA607D0620AF32666C1E113D0C73E623C764FB90C|
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    |F3F0FBD230DBB77F9527C8E82F4226EDEE|
    -------------|

  15. I'm trying to finalize my Elec/SD scrapper and I think this might be a pretty decent build. I've kind of neglected ranged defense some and overdone melee defense in the event of debuffs. (54 melee, 32 ranged, 45% smash lethal resist).  Probably go with Cardiac, Ageless, Melee. I *think* endurance issues will be handled by procs. 

     

    BU/LR/SC are up every 18 seconds. Total damage with build up for those two attacks is 1327. Caltrops with a heavy slow debuff followed up by up to 500-ish damage from Tstrike proc bomb and a couple hundred from Chain with knockdown/stun procs. 

     

    Aid Self and Field Medic to cover the no self heal hole, with Injection along for the ride. 

     

    Any input at all appreciated. 

     

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Miss Megahertz: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    ------------
    Level 1:    Havoc Punch    
     (A) Touch of Death - Accuracy/Damage
     (3) Touch of Death - Damage/Endurance
     (3) Touch of Death - Damage/Recharge
     (5) Touch of Death - Accuracy/Damage/Endurance
     (5) Touch of Death - Damage/Endurance/Recharge
     (7) Touch of Death - Chance of Damage(Negative)


    Level 1:    Deflection    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (7) Luck of the Gambler - Defense
     (9) Luck of the Gambler - Defense/Endurance


    Level 2:    Battle Agility    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (15) Luck of the Gambler - Defense
     (15) Luck of the Gambler - Defense/Endurance


    Level 4:    True Grit    
     (A) Unbreakable Guard - +Max HP
     (9) Unbreakable Guard - Resistance
     (11) Unbreakable Guard - Resistance/Endurance
     (11) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 6:    Build Up    
     (A) Gaussian's Synchronized Fire-Control - To Hit Buff
     (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
     (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
     (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
     (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
     (25) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 8:    Thunder Strike    
     (A) Force Feedback - Chance for +Recharge
     (31) Obliteration - Chance for Smashing Damage
     (34) Fury of the Gladiator - Chance for Res Debuff
     (37) Armageddon - Chance for Fire Damage
     (40) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
     (40) Scirocco's Dervish - Chance of Damage(Lethal)


    Level 10:    Active Defense    
     (A) Endurance Reduction IO


    Level 12:    Combat Jumping    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (13) Luck of the Gambler - Defense
     (13) Luck of the Gambler - Defense/Endurance


    Level 14:    Boxing    
     (A) Empty


    Level 16:    Tough    
     (A) Unbreakable Guard - Resistance
     (17) Unbreakable Guard - Resistance/Endurance
     (17) Unbreakable Guard - Resistance/Endurance/RechargeTime
     (19) Unbreakable Guard - RechargeTime/Resistance


    Level 18:    Chain Induction    
     (A) Superior Scrapper's Strike - Accuracy/Damage
     (40) Superior Scrapper's Strike - Damage/Recharge
     (42) Superior Scrapper's Strike - Accuracy/Damage/Recharge
     (42) Superior Scrapper's Strike - Damage/Endurance/Recharge
     (42) Energy Manipulator - Chance to Stun
     (43) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown


    Level 20:    Phalanx Fighting    
     (A) Reactive Defenses - Scaling Resist Damage
     (48) Shield Wall - +Res (Teleportation), +5% Res (All)


    Level 22:    Weave    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (23) Luck of the Gambler - Defense
     (23) Luck of the Gambler - Defense/Endurance


    Level 24:    Cross Punch    
     (A) Razzle Dazzle - Chance of Immobilize
     (27) Razzle Dazzle - Accuracy/Recharge
     (27) Razzle Dazzle - Accuracy/Endurance
     (29) Razzle Dazzle - Stun/Range
     (31) Razzle Dazzle - Endurance/Stun
     (31) Force Feedback - Chance for +Recharge


    Level 26:    Lightning Clap    
     (A) Razzle Dazzle - Chance of Immobilize
     (46) Force Feedback - Chance for +Recharge
     (46) Accuracy IO


    Level 28:    Hasten    
     (A) Recharge Reduction IO
     (29) Recharge Reduction IO


    Level 30:    Super Jump    
     (A) Springfoot - Endurance/Jumping


    Level 32:    Lightning Rod    
     (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc
     (33) Superior Critical Strikes - Accuracy/Damage
     (33) Superior Critical Strikes - Damage/RechargeTime
     (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime
     (34) Superior Critical Strikes - Damage/Endurance/RechargeTime
     (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime


    Level 35:    Shield Charge    
     (A) Obliteration - Damage
     (36) Obliteration - Accuracy/Recharge
     (36) Obliteration - Damage/Recharge
     (36) Obliteration - Accuracy/Damage/Recharge
     (37) Obliteration - Accuracy/Damage/Endurance/Recharge
     (37) Obliteration - Chance for Smashing Damage


    Level 38:    One with the Shield    
     (A) Unbreakable Guard - Resistance
     (39) Unbreakable Guard - Resistance/Endurance
     (39) Unbreakable Guard - Resistance/Endurance/RechargeTime
     (39) Unbreakable Guard - RechargeTime/Resistance


    Level 41:    Injection    
     (A) Dark Watcher's Despair - Chance for Recharge Slow
     (48) Cloud Senses - Chance for Negative Energy Damage


    Level 44:    Aid Self    
     (A) Panacea - +Hit Points/Endurance
     (45) Panacea - Hea/Recharge


    Level 47:    Caltrops    
     (A) Superior Frozen Blast - Recharge/Chance for Immobilize
     (48) Impeded Swiftness - Range/Slow
     (50) Annihilation - Chance for Res Debuff


    Level 49:    Field Medic    
     (A) Recharge Reduction IO
     (50) Recharge Reduction IO
     (50) Recharge Reduction IO



    Level 1:    Sprint    
     (A) Celerity - +Stealth


     



    Level 2:    Health    
     (A) Numina's Convalesence - +Regeneration/+Recovery
     (43) Preventive Medicine - Chance for +Absorb
     (43) Miracle - +Recovery
     (45) Regenerative Tissue - +Regeneration
     (45) Preventive Medicine - Heal
     (46) Numina's Convalesence - Heal


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End


    ------------
    ------------
    Set Bonus Totals:
    16% DamageBuff(Smashing)
    16% DamageBuff(Lethal)
    16% DamageBuff(Fire)
    16% DamageBuff(Cold)
    16% DamageBuff(Energy)
    16% DamageBuff(Negative)
    16% DamageBuff(Toxic)
    16% DamageBuff(Psionic)
    15.94% Defense(Smashing)
    15.94% Defense(Lethal)
    3.75% Defense(Fire)
    3.75% Defense(Cold)
    1.25% Defense(Energy)
    1.25% Defense(Negative)
    24.38% Defense(Melee)
    2.5% Defense(Ranged)
    7.5% Defense(AoE)
    24% Enhancement(Accuracy)
    7.5% Enhancement(Max EnduranceDiscount)
    2% Enhancement(Stunned)
    45% Enhancement(RechargeTime)
    7.5% SpeedFlying
    GrantPower Preventive Medicine (10% chance, if Scourge)
    266.1 HP (19.87%) HitPoints
    7.5% JumpHeight
    7.5% SpeedJumping
    MezResist(Confused) 27.5%
    MezResist(Held) 27.5%
    MezResist(Immobilized) 27.5%
    MezResist(Sleep) 27.5%
    MezResist(Stunned) 27.5%
    MezResist(Terrorized) 27.5%
    11% (0.18 End/sec) Recovery
    52% (2.9 HP/sec) Regeneration
    13.25% Resistance(Smashing)
    13.25% Resistance(Lethal)
    5% Resistance(Fire)
    5% Resistance(Cold)
    13.25% Resistance(Energy)
    13.25% Resistance(Negative)
    5% Resistance(Toxic)
    5% Resistance(Psionic)
    0% Resistance(Smashing)
    0% Resistance(Lethal)
    0% Resistance(Fire)
    0% Resistance(Cold)
    0% Resistance(Energy)
    0% Resistance(Negative)
    0% Resistance(Toxic)
    0% Resistance(Psionic)
    7.5% SpeedRunning
    36% GlobalChanceMod PlayerCrit


     

  16. 18 hours ago, XaoGarrent said:

     

    People *still* haven't caught on to how strong the control of Earth Control is.

     

    It's impossible to reasonably solo with certain secondaries, and it only gets marginally better. Earth/Storm is IMO the best solo set and it's grindy as hell. (I have Earth Storm at 49, had a 50 on live). 

     

    In teams, you need time to use the potential of the set, making it irrelevant in steamroll teams except to spam cages and the ST hold. And if all you are going to do is THAT, why not bring something with a more useful secondary effects or some meaningful damage?

     

    Late game: Quicksand is useless, has almost zero impact on a tactical level. Earthquake only slightly better. VG isn't up often enough and takes too many pulses to set in. Everything is dead.  Salt Crystals are completely useless. Stony is a great tank, but who cares?  The best thing he can do is hopefully distract a pack of adds for a few seconds.

     

    The -def is almost completely marginalized by the late 20's, and certainly by 35. 

     

    I love my Earth controls, but the current state of the game leaves them behind. 

     

  17. Bio is super tough, very easy to cap resist. More expensive to permahasten, but that is the route I went. I let incarnates take care of most of my def or use purples. 

     

    WIthout incarnates and PA up in defense mode, I sit in a full spawn with 74 smash lethal resist, 154hp sec regen, 8 end recover per second. Non smash lethal damages I resist 20-30. Defense averges about 30. 1846 hitpoint, and you get another 1300 or so in abosrb. You lose about 100 max Hit points and 10% resist in Offensive but I get 46% damage buff. 

     

    When Parasitic Aura is up (outside of iTrials), you are almost unkillable and can't run OOE. 

     

    Ablatiive is up every 25 seconds for me, throwing in another 25 hp/sec regen and 1046 absorb plus the heal.  Siphon (also 25 seconds) give you an instant full bar of green and blue plus some more regen. 

     

    Very clicky, very active. You have to time the Sipon and Ablative right so you aren't getting squashed during long attack animations if the difficulty is cranked up. 

     

    Bio wilts against single hard targets. You need lots of critters in your PBAOE to feed Siphon and PA. Ablative still works just fine, but end management gets tricky and dropping to Efficient is probably not a very good option unless you have a hat full of purples. 

     

     

     

     

  18. If you have capped SL there are *plenty* of farms for it. Just have to watch for poorly designed groups that have debuffs because the creator didn't pay attention to power choices. Space Jam is one I run almost daily, and Comic Con has smash lethal variants as well.

     

    Bring resistance.

  19. 10 hours ago, Haijinx said:

    TBH I've been back since June.  I've never seen anyone yet take advantage of the current cap. 

     

    Herding seems to be dead. 

     

     

    I did a few runs of Creys herding back when. I had a fire fire blaster and with no aggro cap a blue and consume, it was kind of exhilarating to drop nuke an entire maps worth of spawns.

     

    A couple of times. A few times I did it to clear permadebt but it sure fot old fast.

     

    Then it turned into "wait here" every goddamn time you entered a mission.

     

    It go to the point where I autoquit every team with or recruiting fire tanks, or as soon as someone said "herding". 

     

    I think that under certain explicit circumstances having a central tank hold a position while an off tank or high survivability scrapper herds spawns back to the lead it makes for good tactical sense (death rooms), overall it's a drag on fun for everyone but the herder.

     

    And I'm really glad its gone.

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