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Jaegernault

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  1. I know this post is old but I thought I'd chime in incase anyone is still reading. I play bio armour a LOT. Its strength doesn't lie in its resistance, defence or even regeneration. Its absorption. Recent updates have scrapers and stalkers secondaries almost identical in effect and their hp as evened out too. I'm on mobile so cant post a mids build but getting smashing and lethal defence capped isn't needed. Get it to 20%. Fire and cold cap and energy/negative to 40%. The reason for this is both scrapers and stalkers share patron pools, in this case soul mastery, which has shadow meld. A cashless +30% defence to all for 15 seconds on a 90 second cool down. So from slots it's at 45s, get your global recharge to 100% and its 30s. So it's up half the time. While it's up, your untouchable to even AVs. While it's down you can use 2 separate absorb shields giving you 2 helpings of 1300hp. That means for those 15 seconds you have 3600 health to fall on, not counting regeneration of DNA healing. I'm building a Stj/bio stalker on reunion currently, just started slotting ATOs at lvl 50 today. On test it was happily soloing council solo on +4*8 at about 30s a mob. Not the fastest but the PBAoE is tiny! I'm still adapting his rotation but I can already stack buildup to make that PBAoE 1 shot red minions. I main a TW/bio scrapper who has walked through PI, DA, Cimerora, Grandville missions on max difficulty solo including all the AVs and most Heroes, Mynx is still a pain! Stalkers Stj is about half as good at AoE but ST is about even, possibly higher in prolonged 1v1 beatdowns thanks to -res, build up continually coming up and reliable crits. My stalker hasn't unlocked VET on live so I cant accurately compare them on everything but survival wise that are fairly even with bio giving some CC instead of the DoT from corruption.
  2. extra slots would be even more game breaking, an additional 9 slots could add a LOT of extra procs to maxed builds. As for different AT's levelling faster, thats already a thing, outside of teams your empathy defender aint gonna be soloing very fast:D
  3. VET 999 would take years of work outside of a farmer, and even farming your talking a very long time. the rewards only need to be tiny, and the idea is you can specialize to what your class would benefit, A healer wouldnt get much from global damage, but a +1% healing/regen would go a long way
  4. Currently a lot of us turn off exp at VET 100 as its worthless. I like the number growing so keep it on as a sense of accomplishment but it really is worthless. It would be nice if after VET 100 for instance, every time you level you get a reward table with a permanent global buff that is applied to your character, its would be so small it would br trivial on its own but would be like progressively lifting weights and getting a little bit better each time. For Instance, every time you level, you visit the trainer and can choose one thing from a randomly generated reward table comprising 4 of any of the following: ----- Increase Damage Bonus by +0.1% Increase Recharge Bonus by +0.1% Decrease Endurance Consumption by +0.1% Increase Recharge Buff +0.1% Increase Running, Jumping and Flying Buff +0.1% Increase Tohit Bonus 0.1% Increase Global Defense 0.05% Increase Global Resistance 0.05% ----- Clearly the numbers may need to be even lower to stop abuse but even going to VET 999, you couldn't exceed +45% global defense, and getting that in the table every time would be almost impossible, at best 50% of the time to 22.5% bonus. a large bonus but a HUGE time commitment, more then any IO's build ever built. Thoughts, comments? whats the point in VET levels if your litterally incapable of getting stronger Also, side point about content difficulty, add a level shift option like that which is applied in Dark Astoria to all lvl 45+ content. if lvl 54 on a full incarnate team is easy, try lvl 54+3 ! if new incarnates are coming out something will need to be done after all!
  5. Hi there, Over the years the leveling system has matured, its main milestones where level 50, IO Slotting and then Incarnates. The problem is, in order to benefit from the incarnates you need to run lvl 45+ content. Loads are going to say there is plenty of it, but actually its a very slim picking. My main is VET 210+ now, I've completed most content on max rep that I can retain my incarnate powers on, Ive even solo'd most of the TF's. But now I'm left with repeatable which are short, boring and have no real meaning. Im plowing through Villain Side arcs but they wont last long even on max rep to slow it down. Currently the option is Oroborous Flashbacks, which for what they were intended for is great, miss something, go back and do it again. Unfortunately, its the most antisocial aspect of the game. You start a story arc and its in TF mode, no new players can join. if its a new one you also dont know its length so cant really expect others to commit to something that could take many many hours. Outside of Oroborous repeatable missions are: Police Radio/Paper missions - After a while you are practically on first name basis with the various leaders and even know where they hang out.. RWZ repeatable - they just go on and on, have no substance or working goal Dark Astoria - They again go on and on with no end goal Cimerora - They again go on and on with no end goal AE isnt even worth mentioning This game has mode content then almost any other, but its not designed for the power that you gain. There is a lovely TF from Wavelength where you get to fight Trolls again at up to level 54. They scaled well for their damage and a lvl 54 Caliban hits like a truck with no other alterations. Id love for something to be done to allow characters you made and love, to be able to continue going. With the new incarnate systems comming out at some point, its going to make using those powers against end game content even harder. Id like to suggest a few alterations that wouldn't require much effort (hopefully) The first is "Content Restart" - When a contact is 100% complete, as in they say go bug someone else as the world is safe, they can be reset to 0%. For arcs like Unia and Maria Jenkins this would allow high level teams to form and run those pivotal missions and create dynamic flowing teams that people can come and go from easily. It cant be much more then a tag on the character profile saying 100% complete so a simple reset shouldn't be too hard and would give a huge boost to end game play-ability. Next is to do with repeatables. In police/paper missions, we have safeguards/mayhem's as goals, but after a while you have met and arrested all the villians. Id like this same principle to be applied to the RWZ and Dark Astoria repeatable. In RWZ, every 6 completed missions, you have to do a mini version of Save the World from LGTF, where you can fight the big boss or at least a general of his at EB or AV level. In Dark Astoria, every 6 missions you could have to fight an avatar of MOT and break into his inner sanctum to whack him down again, small additions that would give some sense of time and structure to them. Cimerora can have the same deal only say attacking a 5th Column construction yard similar to the 3rd Mission of the ITF. Finally, and this would be harder, once your level 50, allow previous contacts to to usable post Flashback, only at incarnate level. With the enemy scaling up to lvl 54, and in some cases getting a tweek to their loadout if they are lacking. Imagine Skulls Bosses spamming all that Dark Energy at lvl 50 - brutal. Before people start going on about it being impractical, remember.. its already been done with The Family. They used to be machine guns, gravity controllers and Super Strength bosses, at level 50 they have beam rifles and Titan Weapons. That REALLY hurts at lvl 54 to anything. Id rather these alterations over a new Archetype personally as new characters will always run low on content, this would mean future generations of toons can be enjoyed indefinitely and wouldn't need loads of authors to write new content continually. After all, If Synapse's TF was so important, why didn't he get heroes a little better to help him.. Welcoming any comments, especially from Devs
  6. The brute alteration was recent, and further lowered their performance. Additionally the tanks recieved a decent update thats not been incorporated yet either. Neither of these changes altered placement in the rank for performance in terms of dps. I took the base values from another forum post I read so its not surprising they may differ. I dont trust many of the online materials as there have been so many changes and not everywhere keeps it updated. In game play however, a damage capped brutes best shot with titan weapons is still dwarfed by a scrappers both sustainably and in burst damage. Ill update damage caps for tanks and brutes as well as modifies when i get time, for completeness, assuming they dont change them again, but it doesnt effect the comparison to any noticable degree
  7. Im looking at something similar, only using the soul tree, dark blast for range, soul storm for a hold and shadow meld to top up psi defence
  8. TW has damage in spades so its slot heavy. The PBAoE alone will do 450+ damage to red minions and recharges fast enough for 3 shots before build up ends. As a result there is little need for a proc based attack when it wont give bonuses, tho for other primary choices id agree. Genetic contamination was a tougher call. Its not there for the damage as even at full power its ticks of 30 damage to red enemy. Its enhanced for the set bonuses and specifically the knockdown proc. Knockdown works like 100%defence for 2 seconds. If they have to stand up they cant attack, 9/10 times they die before they can stand! Im working on an alteration build for adding more ranged damage and a solid hold as i currently still cant solo LGTF green mitos... but slots are tight so its s fine tuning exercise!
  9. Ive added in a section in regards to priority spending, although it will happily run +2*8 on basic level 25 IO's. Ive added this as well as its impact is substantial when using a build planner and seeing the horrible cast times. But its also something you need to experience and get a feel for, some things cant be learnt from a book 😄
  10. It should be in there yes. 6 slotted for max absorb and recharge. Its set as a panic button since its not reliant on mob proxy. Its showing as taken at lvl 16. For the most part I took each secondary and primary as soon as available, filling in the rest with power pools. currently my character is VET146, obviously after 100 its nothing but show, but the set when paying attention can take on "most" threats.
  11. Recent updates to tanks should make this a lot more viable too. The trick to bio armour is its not a resistance or regen set, its all about type defence and a stackable absorb shield. 2 recharge in your t9 bio armour is all it needs. Ablative carapers needs 6 slots alas but those 2 powers will be what stops you even needing to regenerate
  12. Hey, I know its an old thread but I just tried soloing this as well. Went toe to toe with him for over a minute, took him down to 1/3 health before i realized what his attacks where "actually" doing! I popped my absorb shield as per usual and it returned 320hp... thats in replacement of 1330! hit next attact hit for 500 damage, normally thats a scrape, but my health took a huge hit, I checked my HP and i was down to 560 max HP! thats down from 2130! Resistance wise he is a tin can, takes a lot of damage easily, his accuracy is about on par with a lvl 54 mob, so you need about 55% defense to sit at the new softcap for him I found. The skyraiders were actually how I was surviving, they kept comming in and I was absorbing their hp and they were exploding from AoE instantly lol Unfortunately my lack of attention to his debuffs and the fact he had about 20 on me eventually meant I was effectively down to a -hit-kill scrapper... Ill be repeating this TF again soon, tho Lore Pets die very fast too, so im going to get an untouchable one out for sustained damage and see how he goes. other then that final fight the TF is really fun solo! huge mobs and soo much to wreck with no regard:D
  13. I think Black hole is an enemy debuff, making a team intangibility buff may be a little TOOOO situational:D
  14. I recently fought Rularuu for the first time in years and found the lovely power where the Whisp Overlords can make you intangible for a LONG time mid combat. Stood there unable to do anything and wondering when it was gonna wear off I had a thought, your intangible, removed from your previous plane of existence so the effects of that plane no longer affect you, would it not be a fair update to have it so that if your made intangible, powers such as Phase Shift or Ethereal Shift would shunt you into another plane of existence that your in control of again, thus removing that instance of the phase shift your opponent placed on you. Technically it should already work since the power states you can only use abilities that affect yourself, and phase shift only affects you. It would only work for once instance at a time, so if the boss repeated the attack instantly, tough luck.. but I think it would make it more bearable if you had a way to counter it at least once every so often. also unless you purchase it as a temp power you need to sacrifice 3 powers and a pool to get it all the time so that's a huge commitment for a situational power that not many would adopt for such situational moments. Any thoughts?
  15. Superior Avalanche in a toggle Aura is amazing! the KD has a chance to fire on everything around you so something is always on its back:D works even better with something with inherent kd too, like SS or TW, I think SJ might have some too, not sure tho, not played the set much..
  16. A simpler fix may be to swap your alpha to Cardiac. Your choice improves recovery, only affecting a few powers. Cardiac is a global reduction in consumption, so all toggles are cheaper AND all powers are cheaper too. Additionally, you can go Agelessness in Destiny, this will give you a huge recharge increase as well as enough endurance to play cards with sappers to no ill effect. Side Notes: Water Spout is a misleading power, its unlikely to EVER give the damage outputs Mids shows as its ticking damage, you could free yourself up a lot more in other areas if you considered Soul Mastery and used Shadow Meld, this would let you push your defenses well above soft cap any time you needed assuming your recharge is good. http://www.cohplanner.com/mids/download.php?uc=1479&c=676&a=1352&f=HEX&dc=78DA6594596F524114C7E7C2452CA505A494966E42175A5016DB17B7346A97444BACA23EB8E1958EF4460472A9893E9AA889FA01FAE2FA66D598E8C770FD02EE4BF4A5EAA33EE1E19E3F84E492DCFC66FE73B6393343E6D28CFBE9FC9569A174EE2B6AD56A2E9B37B44A451A8E8C56D0F3A2FE73D2176AE8B98C2C4A9998D3A57199C791E6D28C3C274B5599D8AB9773078D8256D2F3B93DC685B2213A16CBE52239159657F452C16DCE16A456A189CB9C642B522E791AFA9234AACB7AA577B6A2E713D915AD789EA267CB178BB98C565DA1CC3D54528CBEAB4E815FCD21CEA842A455B14163BACE8279A67B0994CC77C3E4A6C037A5989A2D0D4E32D52930481CA0D8DBECE6FC3DF92AECAB28EBACA57F32AF514D76D4643F4E88AA227C8239729239760A3CCD8CE6981F28AE83E3DA1D01CEDDD9057A995D3EE675271F0DD9DA9C71616A1B1B5CB399FC48F1DA385E4D21E376B617EDB0EB26AD03FBE840BE41E4FB4CBE1EF4C7738835EF6130CBDC74043C8ADA8E316F505C1F7AE0DBCEB574EF00773243BB98FDBB9983D3DCBF2F94D7CF7985FF1F6B418A17E0784A20C45AB88F69A7B5207A16C439F6E01C7B708E219CE34DB2ED455DBD2FD83FFA127CC58CBD666E7DC34CBE657EA5BAFA50431FFAD70F4628EE00FA38006D10BC456B43ECA70E4579AF9BC7C10930C60CC799DF28570475466EF37D1DBE03DE05EF3147EE830F98DFC97714758EA28631F0076D651CB58C3F64FB8935F011F898197BC2FCEB16228E5AE207B8175BF68373E03C7A863C0DFA68EF09EE8B2D81FB95C4FD4AE23EFBC92685F34E85D157B5F9AEEB57B75613436AF3B5D66296D59445495B94498B326551162CCAA28AB4A428A6D2E66DBEEFDABAABF93F80D5DFAD4A98BBF2CB62F5A75559E5337F567FAB88FBA965FCBC653CED27537461B53E86FE1FC969EF6B Here is an example, keeping most of the original power choices, you sacrifice your upfront defence for a way to ramp it up when your fighting. The trade off gives you more slots to play with elsewhere and a larger resistance boost, as we all know eventually ull get hit:D Main focus was S/L resistance followed by elemental. Shadow meld has a long cast so hit it once your running towards the mob, there is no locking animation on movement, only power activation, so you cant use inspirations or powers while its going off, but you can move! It can take some getting used to as its a lot more Risk/Reward but it can take the heat from almost any enemy and AV ull face! MIght give you ideas for endurance fixes too if thats what you really need!
  17. Thanks! I had through it several times but its always harder to spot your own mistakes 😄
  18. I keep getting asked about my character, especially as I made them in April before the set seemed to explode! So here is what I hope is an exploratory analysis of the set, with its applications and performance. If nothing else if might give people ideas for different approaches to the set. This is my take on the set, others will have different thoughts but that is part of the fun, finding your own way! This is my first Guide attempt so be kind please! Titan Weapon/Bio Armour Guide Overview: As with all melee sets, your first choice is the archetype you are going to play, after choosing the powers you then decide who would complement the aspects of those powers the best, often leading to heated debate! Your choices are Tank, Brute, Scrapper and usually Stalker but they don’t have Titan Weapons available. After that you explore the power sets to make your ultimate fighting machine. Each choice is unique in both how it plays and how it enhanced, specifically I look at the inherent powers each class gets, the weighting for each power set and their damage potential. This can be a tough choice. My personal opinion on Bio Armour is it is a Hybrid class, it has a little resistance, nothing you can really count on. Its defense is fairly good, but its power lies in Absorb Shields. Yes, it has good regen, but regen isn’t going to save you the same way. Inherent Power and Stats The Tank is by birth right, a Tank. Their primary power set is defensive and their inherent power, Gauntlet, is all about keeping the attention on them so that others can fight freely. They also benefit from the largest Hit Point pool available and their defensive powers pack the most of any class, allowing Gauntlet to work at its best. The Scrapper is the opposite of the Tank, their primary is all about damage and survival is a secondary concern. Their inherent power is Critical Hit, which lets them get a chance to deal double damage. Its not predictable so you can’t count on it right off the bat however. Their base damage is higher than a Tank, Their Hit Points a lot lower. Their defensive powers are good but only about 60% ish of a tank. Ideally you want your target to be dead before they can start really hurting you. The Brute is like a mash of a Tank and Scrapper. They have Hit Points higher than a scrapper but not quite that of a Tank. Their base damage is lower than a tanks, and a lot lower than a scrappers but their inherent power is Fury, which is a damage bonus based on how much attention they receive. Fury gives an “absolute” max bonus of 200%. You will find that’s impossible to get let alone sustain, ive found 90% to be about the max to keep up, giving them a 180% damage bonus once they warm up, initially at low levels this is hard to gain and keep but later on it just happens all on its own and needs little attention. Their power pools are the same as a scrappers in placement so first focus is on dishing out the damage, and second port of call is taking it, which with the increased hit point pool they do very well. Power set weighting The Tanks primary would be Bio Armour so all its defense and resistance is at peak power. Now its important to remember that neither of those are the cornerstone of the set, but both are handy to have in prolonged fights. The Absorb aspect however is based on your base health, and the tank has that in spades. Boasting the largest Hit Point pool they gain the largest absorb, giving them a truly huge health buffer. The secondary power set, being Titan Weapons in this case gets its own perk on a tank. The T1 power Defensive Sweep gets to do – Resistance AND it’s a cone, so it’s the only tank to get an AoE -Res power at level 1, this helps with the damage right off. Damage wise the tank has a damage cap of I believe 400%, which with some work and a few inspirations you can hit and do some impressive damage. The Scrappers Primary is Titan Weapons, which already boasts one of the highest damage bases available, all be it the animation time can be crippling. But, because the scrappers base damage is high to start with, using this power set gives it even more impact, very little can take multiple hits and live. Secondary wise, Bio Armour has the least to work with defensively. With the smallest Hit Point pool of the 3 choices the absorb shield is lowest and the resistance and defense is at the bottom of the pile too. Damage wise the scrapper again has a 400% damage cap with the same requirements as a tank, a little effort and you hit it. The Brute is again a hybrid, Titan Weapons initially does the worst when starting a fight, but being a high damage base it hits very hard anyway, and every swing gets harder until its eventually cleaving enemy apart with every swing. Their increased Hit Point pool lets them take better advantage of Bio Armour's absorb Shield, however they get no better defense or resistance then the scrapper. Damage wise the brute is unique in that they can get up to 675% damage cap, that’s very high and while you can use inspirations and buffs to reach it, without a dedicated support class with you, don’t plan on sitting there for more then 30 seconds, that being said, it the target is alive that long its impressive. Archetype Specific Enhancements For the Tank, Enhancement wise I'm looking specifically at the Archetype Specific Attuned Enhancements, one gives a chance for +resistance to all and the other a chance for +absorb. Breaking those 2 down a little, a Tank is made to take damage so the +resistance will never be turned down, the +Absorb power is essentially MORE Hit points based on your base Hit points, which you have the most of so this again is a substantial bonus. Bio Armour however, employs its own huge Absorb Shield and it does have an upper limit that’s very easy to reach, its resistance is sub-par at best so the +resistance is great, but the Absorb Proc is wasted. For the Scrapper, their Archetype Specific Enhancements are catering towards critical hits as the first one is an across the board increase to the chance they occur all the time, the second is a proc that boosts the chance to +50%. Note that’s not increasing the chance by 50% that’s adding it on. So if you had a 10% chance to land one normally its gonna be 60% chance when this fires, letting those pesky bosses be cleaved in half The Brute gets 2 different bonuses from their Archetype Specific Enhancements. The first is a Proc that gives them a quick boost of Regeneration and Endurance, the second gives them a chance to gain bonus Fury with every attack. Both of these go with fury as one lets you get mad faster and the other lets you stay there, mad is more damage so its more carnage. Difference between sustain and Peak power This seems to appear a lot and im not sure why. When your factoring in things for a character you need to look at it from a battle prospective, not just one hit or 1 powers cycle. An example of this would be Unstoppable the invulnerability Power set, It caps all your resistance except Psionic. Your going to be hard as nails, at least until its nap time and you have to wait for recharge. Damage wise, consider Gang War from the Mastermind, made even more powerful with Burnout. You suddenly have this massive damage spike, but its not sustainable, Gang War can be made fast, but Burnout will NEVER be up as often. Its Burst Damage, you won’t use it on every mob unless your waiting for them to die of old age! Sustainable Damage Potential This one is harder to explain so Ill look at the Scrapper and Brute as comparison, Assume each has identical slotting and powers, both with Build Momentum and chance for Build up included. We will assume 2 scenarios, an Apex Moment where everything is maxed out, and a generic time that can be repeated with every mob fluidly. The attack of choice does 100 Damage. The brutes base multiples is 0.75 and the scrappers 1.25. Brute Apex. 675% damage bonus in addition to 100% damage enhancements, means that the attack that did 75 damage gets augmented to 150 from IO’s and then increased to 656.25. Keep in mind its the base damage that’s multiplied. That’s 656.25 damage before enemy resistance, that’s a huge increase but it cant get higher without the target getting debuffed. Scrapper Apex. 400% damage bonus in addition to 100% damage enhancements, means that the 125 damage attack goes to 250, bumping up to 625 damage, after reading the brutes you'll think, pff brute wins hands down, but he scrapper has one other power, Critical Hit! That 625 gets whacked up to 1250 damage, almost 50% above the brutes. Brute Sustained. Assume they are getting their full 200% fury bonus despite it being impossible. Assume also they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +50%, the proc another 100%. Giving the brute a sustained damage of 380%, add on the base IO’s and your hitting for 450% damage, nothing to laugh at! So that 75 Damage Attack is doing 431.25 Damage that you can fairly accurately predict. Now the brute can eat red inspirations continually and amp that up, but that is extra. Scrapper Sustained. Assume again they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +62.5%, the proc another 100%, and the IO’s an additional 100%. That’s 262.5% damage bonus. So that 125 attack does 453.125. Slightly better then the brutes but not enough to warrant the lower Hit Points, But, the Archetype Enhancement that adds +50% crits.. can go in an AoE attack, and trust me, when you use it, it will almost always trigger, but it in a power with a fast cool down and its going off continually. So that 453.125 damage is more often then not hitting for 906.25. Additional Info About Bio Armour's Resistance and Defense when paired with Titan Weapons Titan Weapons first attack gives you Melee Defense, which as a melee character is kinda handy. It also has a LOT of Knockdown, for those unfamiliar, Knockdown (kd) and Knock back (kb) both share the trait of knocking the enemy on their back sides, if they are lead down they aren’t attacking, that’s 100% defense and resistance from that damage source, at least until they are up again. Difference is, KD keeps them in place, KB sends them flying, meaning you have to chase them, or they could attack from range, and until Titan Weapons gets a Ranged attack to throw the sword, that’s not good. It also happens that Titan Sweep (Cone), Whirling Smash (PBAoE) and Arc of Destruction (Cone) all have KD so every time you use it the enemy have a chance to not do any damage for 2-3 seconds. That’s enough for a defense debuff to wear off, health to regenerate, to use a power with a cast time or just hit them hard till they don’t get up. In summary of choice: Tank – Better sustained survival at the cost of damage. A – Resistance power at level 1 to help with targets right away and the best effects from the absorb shield, combined with Gauntlet let you get attention and keep it. Enhancements that augment your resistance but one that’s lost on you in the form of absorb. Titan Weapons KD lets you keep knocking them down so your defenses are even stronger. Scrapper – Sustained survival initially will be tough, you get the worst defense, resistance and absorption of the 3 choices, but, your damage is highest right away and has a chance to score double damage, which gets insanely high once you factor in enhances to make it more likely. Your greatest defense is no one left alive to retaliate. Titan Weapons KD lets you keep knocking them down so your defenses are not being hit as much and you have time to use powers. Brute – sustained survival is better then a scrappers as the Absorb shield is working harder, not as good a s a brute but your going to be a tough nut to break. Damage wise, you will get more damage with every attack and can reach a damage cap no other can reach, albeit with a lot of work and its non-sustainable. Your damage at Max effects wont rival a scrappers but you have more survival powers to let you keep going once the scrappers luck runs out and they fry. Titan Weapons KD lets you keep knocking them down so your defenses are left alone and regeneration and absorb shields last longer. My play style Is all about jumping in and taking out the biggest guy before he knows I'm in the room. To that end I choose the scrapper, their damage is unrivaled, so long as they don’t get carried away and get owned of course! But we can minimize that. The Power Info that follows will apply to all 3 classes but the focus will be on scrappers and their goals. Power Overview - Generic Primary: Titan Weapons T1 – Defensive Sweep – A Light Damage Cone attack, with a wide Arc (120 Degrees). The attack gives you 11.25 Melee defense per hit, tank gets 15% and adds -Res to this as well. [4s Recharge] {This is handy during leveling on a scrapper but skippable on final build} T2 – Crushing Blow – High damage single target attack, does -Defense so can tack Achilles Heel -Res Proc if desired. [8s Recharge]. {This is a perfect Single Target Chain attack, its fast and high damage, good for leveling and final build} T3 – Titan Sweep – High Damage Cone attack (120 Degrees) that does knockdown. Handy for Forced Feedback +Recharge proc. [10s Recharge]. {This is handy during leveling on a scrapper but skippable on final build once you have a good recharge bonus} T4 – Build Momentum – Your version of Build Up, scrapper gets a +50% damage bonus and +20% Tohit on application for 10 seconds, additionally, slot it with a proc from Gaussian's Set for an additional +100% damage chance, it fires a lot! {NEVER SKIP THIS} T5 – Follow Through – Superior Damage Single Target, Does KD and stun, but neither are worth it during leveling. However once your at 50 it’s a intricate part of the Single Target Chain for big bosses. [10s Recharge]. {Take this once your lvl 50 and have some global recharge} T6 – Taunt – Ranged Foe Taunt, handy if your tanking but its not your job, that massive sword in your hand is your Taunt! [10s Recharge] {Skippable} T7 – Rend Armour – Extreme Damage Single Target attack, also does – Def and -Res, meaning it can take a proc for MORE -res too. This is your boss killer and needed in leveling and final build. [16s Recharge] {Take every time you are given the choice} T8 – Whirling Smash – PBAoE attack boasting the widest area available, a whopping 15”. For reference that will hit most of a mob BEFORE they even turn to face you. It also does KD so they are all on the floor. Build up and a Critical from this will kill all the minions instantly it hits. [14s Recharge] {Take every time you are given the choice} T9 – Arc of Destruction – Superior Damage Cone attack (120 Degrees) that does KD. Its fast and lethal, whats not to love. [10s Recharge] {Take every time you are given the choice} Secondary: Bio Armour {Everything in this set is needed so this is an overview of the components they contribute} T1 – Hardened Carapace – This is your resistance to smashing and toxic damage. Also gives you Stun and Sleep Protection early early on. [Adaptation will either increase endurance discount, resistance values or damage bonus based on form] T2 – Inexhaustible – This gives you a Hit point boost, some regeneration and recovery bonus as well as resistance to slow and endurance draining effects, handy at higher levels. [Adaptation will either increase Max Hit points further or grant more regeneration and recovery] T3 – Environmental Modifications – This is your statuary Protection to Hold, Knockdown and Immobilize as well as substantial defense to Fire, Cold, Energy and Negative, with some Psionic as well. [Adaptation will either increase Max Hit points further, with additional defense or a To Hit Bonus] T4 – Adaptation – This is your gateway to forms allowing other powers to behave differently depending on needs. You have Efficient, Defensive and Offensive Adaptation Efficient - in short you can go longer without taking a break for energy Defensive – your harder to hurt and have more Hit Points, you do however suffer a decrease in damage output. Offensive – All your attacks to additional Toxic Damage and you get a bonus to To-Hit, but you loose resistance to everything. <---- This one is what I always run in, it also gives a passive damage boost T5 – Ablative Carapace – A clickable Absorption + Regeneration power. This will add your base Hit points to your health in the form of a shield. The shield cant regenerate and will turn off after 30 seconds if not depleted, but you can always reapply it when its low! This is your panic button as it needs nothing but yourself to activate. If you take a large enough hit to break your other shields and loose health, the regeneration will also heal you up while your shielded. [Adaptation will either increase the regeneration or absorption capacity] T6 – Evolving Armour – This gives a pitiful amount of resistance and is worthless to enhance, however! It is a PBAoE Taunt with built in -Res. Essential for holding attention and making sure they go down screaming. [Adaptation will either add regeneration and recovery, increase resistance and defense at the cost of resistance debuffs or further debuff enemy resistance.] T7 – DNA Siphon – This is one of those panic buttons you will have but not really need unless you NEED it. Its complicated without forms and worst with them but basically if you hit a living enemy it gives you health and endurance, if you hit a corpse you get regeneration and recovery. Living targets also are taunted and suffer -regen. T8 – Genetic Contamination – This is the trade off for no resistance to work with, -damage and some PBAoE toxic Damage aura. Its damage isn’t noticeable but its -damage is very much so and it further increased in Defensive mode. T9 – Parasitic Aura – This is your bread and butter power, some people say it’s the panic button but as it HAS to have living targets I say its your opener! In short every Foe you hit will give you some absorb shield, roughly 20% of your capacity when enhanced. It also massively increases recovery to the point you WILL cap it. Fire this in a mob say when they are all on their backs after your PBAoE and you will get 1300 absorb, and capped recovery for the next 45 seconds, meaning you are all but unstoppable, until the shield drops anyway. If it drops fast after half the mob is dead, Ablative Carapace is your backup to fill it again, though you wont get endurance benefits. It also debuffs enemy damage, who could say no! Power Pools These are by no means the only selection you can make, but I found them to be the most efficient for my style. Fighting Pool Boxing – Needed for the other two! Tough – Smashing and Lethal Resistance, cant avoid needing it. Weave – Additional Defense to all, Kinda need it also for harder enemy. Speed Pool Hasten - +70% recharge speed, made constant, not needed but handy to have it your wanting to go full speed. Leaping Pool Combat Jumping – Additional defense, not a requirement but a nice extra. Leadership Pool Maneuvers – A nice bit of Defense that you can share with your team. Tactics – Tohit Buff and some fear resistance, high end enemy use fear a lot so this helps. The To-hit helps hitting enemy more reliably so we don’t need to focus on Accuracy as much in powers Patron Power Pool This one is totally up to the users preference, My choice was based on wanting to always be on +4*8 so I needed even more survival and a way to give myself defense to defense debuffs! Soul Mastery Moonbeam – A long range snipe, can activate in combat as a range attack or out of combat as a sniper attack. Very high damage, great for runners or separating multiple Archvillians. Shadow Meld – The reason for the set choice, think Elude only it last 15 Seconds, recharges in 25 Seconds and has no crash. Gives 32% defence to everything upon activation allowing you to softcap everything even Incarnate level enemy easily, added benefit that with such high defence you can take a few -defence hits and not worry. A Mids Reborn Built for download: Just copy it into the browser and it should download. http://www.cohplanner.com/mids/download.php?uc=1525&c=693&a=1386&f=HEX&dc=78DA6594CB4F135114C6EFD0A90814682D501E05DA22AF166A2B6C7C85A80851A9A2455DD6B15CCBC4DA36D39AE8D2854B2302868DCF9DA831D13FC3E73FA0E23371E36363A2ABF174CED74A9C2693DF9DEFDE7BCE37DFED4CE2E2A4EBF1F4E509A134EDCF6AC5622A9936B442411ACE8496D1D3A2FCABA5CB5FD153099995323AA797B45CEA94D40AF95C31549D9C946765AE28A3FBF47CEAA891D1727A3AB5D7389F3744E36C3E9F8D4EE99985929ECBD45B77C98294F32E6B384395486FAEDCCC4BA3B8A0173A0E14F4743459D2B2E7A87A327F219B4A68C592342EB593A911BAAEFA047EA6533C73081157C5A6E7CCCD2FC097CCFA57E06BE69B3EDAA6606F4CB1B49A3838C654C7C1EDA8EDA3FB6E55BCA5BD0AEFAD51823CD71660B6AFD6587C476B1CBC46751CC6DC2166E71438CDF4B7729F6BF43C4E3C8F7351B534D7757089E95E666E59016F30177D7C58654FB51161692D15AEB1A775F254C79E4C851637F07AD1D0C9EB1CA435F2BCA311993421932664E246261FA85633F26B3EC65ADF71E6D62438079E600E9C642E91570FF7563D83EC2D38040E33FBC26084F991FA79B99FE2FDC3B90DFC6286C8772BD7535AF1CC6DA04A733E9C830FF907907F00F9070FA21ECE6199FC75E01C3A76707FFF4E66CF2E7037B88719B8C2FC443EBBE0A50B1E062B9EC84B377B11DD3DACAD50AF5EF4EA3DCD67B94D03CF30E369701E94CCCFD42B84BDA19BAC0DDE62866F837798A37751F31EF30BEDED87CFFEFF7C7EA53886703E43F779FDF01AF8007C88FA8F98BF5D4244E025821C475A4037E8618EA24F851ECA258A5CA2C8C54B5A0C5A2CC89A5FADBEEFE5BFB0698A5EB5FA169B61DB6CCCA6C46DCA984D19B72933366556455B52144BA973D3FBCE8AF9ADBEFA7DC0EC0F9BF2DDA6FCB429EBFFBE6FE693F2BB8BF1FB0DE3A71BC647C2D5733327BC14199259DD30FE0B6BF50147 The above explained a little. The build uses 2 attack chains, a single target chain and a AoE chain. Typically you will target the biggest guy in the mob, use the AoE chain, and then switch to Single Target to finish them and any other bosses. Single Target Chain Crushing Blow – 6 Slotted with Superior Scrappers Strike {Attuned} Reason: The set gives good bonuses, the unique 6th one is all about critical's, which is paramount for this build. Follow Through – 6 Slotted with Superior Blistering Cold {Attuned} Reason: Sets give some of the best defense bonuses available and the proc in the 6th slot gives this a good chance to hold even bosses with its fast application. Rend Armour – 5 Slotted Hecatomb {Purple IO} Reason: Its one of the best Single target sets available for our best attack, I've not included the 6th slot as a pure damage IO from purple sets is a total waste for anything other then the 6th bonus, which isn’t needed here. Area Effect Chain Whirling Smash – 5 slot Armageddon with 1 slot Forced Feedback + Recharge Proc. Reason: Purple sets don’t benefit from the pure damage IO unless it’s the bonus you want, the 6th slot uses the forced feedback as it will almost always fire in this power and massively boosts recharge for 5 seconds, since most of our powers are under 5 second recharge this makes them very fast. Arc of Destruction – 6 slotted Superior Critical Strikes Reason: This is the crown Jewel of the build, the set inside it is what makes everything work. That proc we talked about earlier with a chance to add +50% chance to crit, that’s per target, add that to an AoE attack and the chance of firing goes up even more I've found. I've found its far more likely to fire then not and when it does the next 3 seconds of attacks are devastating due to Build Up, Chance for Build Up and crit chance. A purple boss cant even get an attack off, they go down so fast. For Bio Armour, I chose to focus on resistance to smashing and lethal damage as it’s the most common, then defense to everything else. Relying on soft capped defense and a vast Absorb Shield to keep my alive long enough to drop everything around me. Hardened Carapace: 4 slotted with Aegis for the smashing and lethal resistance bonus and then the 2 unique +3% defense IO’s giving me 6% free defense to everything. Inexhaustible: 2 Slot Panacea, the +Hit point Proc and the pure Heal IO. The +HP proc essentially gives off 64 health every 3-4 seconds like a passive heal, the other IO is to boost my Max HP a little more. The 3rd Slot is performance Shifter + Endurance Proc, its constantly going off, prob not needed at lvl 50 but at lower levels r against endurance drainers you will be glad its there. Environmental Modifications: 4 Slot Shield wall, including the +5% resistance to all. 5th slot is Luck of the Gambler +7.5% Recharge IO, they do add up! Shield wall gives better bonuses then Luck of the Gambler if you don’t need the accuracy. Evolving Armour: 2 Slot Unbreakable Guard, +7.5% Max HP is around 100 extra health, the second resistance/Endurance IO in there is to make it cost less and give the resistance a boost tho its worthless in the build. DNA Siphon: 2 slot with recharge. We don’t need its healing or its endurance, we just want it up when we need it, tactics takes care of accuracy so this is ample, rarely misses even at lvl 54. Genetic Contamination: 6 Slot Superior Avalanche, this is a winter set so great bonuses but its jewel is the chance for KD proc, it turns this PBAoE toggle into a KD aura that can send bosses flying. And a lead down enemy is a good enemy! Its endurance heavy so the extra slots help make it less impact. Parasitic Aura: 2 Slot Recharge. If your attacking mobs you will cap your absorb limit easily by default and enhanced this will cap your recovery. Id rather have it up a lot then enhance it for no reason. Boxing is irrelevant. Tough is 4 Slot Aegis for the smashing and lethal resistance and the bonus to that effect too. Weave is 4 slotted with Shield Wall for the bonuses and 1 Luck of the Gambler +7.5% recharge. Hasten is 2 Recharge IO’s, this will have it up more then we ever need it. Combat Jumping, a plain Defense IO, it helps in tough fights and additional +recharge from Luck of the Gambler only accounts for a tiny amount now, id rather the defense. Maneuvers is a plain defense IO again, you could use a +7.5% recharge IO but it’s a minimal effect for less defense. Tactics is an endurance reduction as it is quite high, but we need it to function. Moonbeam get 5 slotted Superior Winters Bite, all but the proc this time so its doing good damage. A chance to slow a target down isn’t needed if the target is dead! Shadow Meld: 4 Slot Luck of the Gambler for some extra Hit points and a little accuracy, then 2 slot with Recharge IO’s so its up as much as possible. I won’t go through the stats as you can download and view them yourself if you want. My play style involved running towards a mob, hitting shadow Meld as I go, it has no animation but has a 3 second cast time so you can’t do any powers while its activating. When I arrive in the mob, I'm at 70% defense to most things, use Parasitic Aura and get 1330 Absorb Shield and capped recovery, then Hit Build Up and whack the boss/Elite Boss/Arch Villain with Arc of Destruction hitting for 150% of normal damage normally, 90% of the time this triggers Critical Strike Proc, giving my next attack a critical with the 150% attack boost, if you choose your AoE attack, red minions die instantly, lieutenants take 90% damage and bosses a fair chunk, if you choose a Single target you can reduce a level 54 boss to a corpse with Arc of Destruction>Rend Armour>Follow Through. This same chain will do a good chunk to an Arch Villain and even a Giant Monster. By the time Shadow Meld ends everything is usually dead, maybe a boss has half health if it was near the edge of the mob, but another Single target chain and he is dead before he gets a shot off. All this time Whirling Smash and Genetic Contamination and knocking foes over so they cant run or fight, letting them just die in peace. Once the mob is gone you start running to the next mob with full health and endurance, once they are in sight, shadow meld is back up as its only a 24s recharge now, and repeat. Mix it up if you like but everything always dies. For Incarnates Alpha – Cardiac can help with endurance and resistance if you need it early on, but musculature gets more use once your rocking at a good speed. Interface – Reactive gives fire damage and a -2.5% resistance proc, I've found Degenerative is more effective for its -Hit points, especially against bosses and above. Lore is usually personal Preference, I personally Like the Banished Parthenon Right hand T4, the support Pet has an AoE Ice Storm attack and is untouchable, good for annoying lots of enemy. The mix of -res helps with AV’s too. Destiny I tend to use Ageless, the +recharge bonus is huge and it will give you limitless endurance constantly, your team will love you too if they don’t have it. Judgment is aesthetics mainly, but I’ve always had a soft spot for Ion, the fact it goes all round lets you use it as a taunt that not only attracts attention but kills all the minions! Combined with musculature id goes from 273 to 404 damage at lvl 54. Hybrid is a mixed one. Typically, the left hand tree works better on scrappers, the right hand tree better on Brutes. I took the left hand tree for the cumulative damage boost, it really adds up with all the AoE. Final Thoughts and Notes. -----Momentum----- Titan Weapons employs a unique mechanic called Momentum, I initially left this out as I feel its something you kinda need to see in action but ill amend this for completeness. Momentum is exactly what it sounds like, getting it to start moving takes effort, but then your whirling it round like a crazy person. Momentum is a Buff that activates the moment you use any Titan Weapon Attack. All stats for the set show the cast time of the powers with no momentum employed making it look slow and clunky. This means that Initially at low levels you WILL struggle. Your first attack will generate momentum and that will be retained for 10 seconds. During that time your animation times are super fast and fluid. When it ends, you start all over again. This means you WILL need to employ attack chains that recharge in order. Initially this is a real challenge as the powers are endurance heavy and you will struggle to have enough powers to keep going for 10 seconds at a time. Your attack chain will also change constantly as you gain additional recharge speed and get a feel for the powers. Additionally, you have a wonderful power called Build Momentum, essentially Build Up, except it gives you momentum without attacking. Once your recharge is high enough you can use build up for your first attack chain, then use 1 slow animation to trigger a second chain before build up is ready again. There is a very narrow area where you can extend momentum if you activate a power in a time window, but your talking half a second if that, it may be a glitch, we may never know. When Momentum is up, attack, when its down, use Bio Armour to regenerate yourself, apply shields, use Shadow Meld, what ever you need. This will optimist your battle time considerably. Once the build is complete a single Build up will clear a mob before it expires except specific purple bosses/EB/Archvillians. And for those rare occasions, that momentum downtime is when you use Bio Heals, and any powers that cause redraw. When you use Build Momentum, you instantly get your weapon back removing redraw and your off again. ------ Leveling up and affording------ At level 1 you take every attack power for using momentum, once your 32, you can respec to ones you like, or hold out till 50 and respec into a final form. If you use this build, it operates fine on Basic IO's. This costs in the region of 6 million influence but you can start getting them at lvl 25 so its not expensive. Once your level 30 you can save up for a steadfast Protection +3% Defense Proc, currently valued at 5-7 million influence. At level 50 your immediate ones you will want to acquire will be a: Gladiators Armour +3% Defense, typically 10-12 million influence. (easy Defense boost) Critical Strikes +50% chance for Critical Hit 9-12 million Influence (This is what takes you from very good to God-Like) Avalanche chance for knockdown 9-12 million influence. (This will help keep you from taking damage) Note that superior versions are better but are a lot more expensive. Buy the BASIC ones and upgrade yourself. I've noticed that some sets are a lot more expensive now like AEGIS, currently going for 8-10 million each! these help a lot with bonuses but can also drop, dont feel you need everything fast, prioritize what you feel you need. ------Conclusion------ This is my take on the build. Focusing on Defense and Absorb shielding and using massive crits to kill everything before you take any damage. This build can run on +4*8 with Bosses and AV’s enabled against any enemy I've come across to date. Nemesis as my personal Favorite as you can kill the Fake Nemesis at lvl 54 before they can pop their shield, and the war husks explode! Challenging Enemy who can cause issues: Praetorian's due to the debuffs they can stack and the +to hit they summon – to deal with them herd them so they cant escape your damage Banished Parthenon as again they debuff a lot. Take Down the Sorrow Bosses first as they cripple defense. Canaries as no one likes them and the Dark Ring Mistress can use an auto hit -33% defense attack, 1 is fine, but if you get 2 or 3 in one mob you loose your defense, target them first and if needed herd to get everyone together. New Addition: Rularuu, specifically Overlords. Their damage is fine, but one of their power's is a phase shift on the target, and it lasts a LONG time. I killed 3 mobs of them on +4*8 like butter, but one of them in the 4th mob got a shot off and i was intangible for about 20 seconds, I had no idea how long it was lasting and there was no warning it was dropping so when it did my shield had run out and I was hit with about 4k Psionic damage in one burst, it was lights out lol - Interesting thought however, if your made intangible, surely a power like Phase Shift or Ethereal Shift should be able to break you free since it removes you from the place in which you are! In all these cases however, your damage is equal, few enemies can take the hits so even ones that can hurt you, you will hurt them far more! If in doubt, herd them up so you can hit them harder! I hope you found something within all this useful or at least gave you inspiration to improve on it! Be Kind! P.S. Some have commented that this is a God-Tier Build, and yes it can do amazing things, but it will also drop like a lead balloon if your not paying attention or you start getting lag. I can run 20 missions and hardly take and damage at +4*8, but a few seconds of heavy lag and ill hit the ground if its when I need to deploy a shield or heal. Nothing is immortal and your play style will massively impact how this build works for you. Adapt it to your own style and you will be impressed, else you may find you made a very pricey vengeance bait character!
  19. Martian Manhunter is from DC Justice League, Dr Manhatten is from The Watchmen and far cooler!
  20. new difficulty can come in something as simple as having a new level shift difficulty, like in DA, imagine being lvl 51 and fighting lvl 57s! on +4*8 (+3) the additional level shift would pust thier inherant ToHit bonus to around 60%ish, their damage would scale, could even add a new boss to each group that has Destiny and Judgment Incarnate powers to make them almost player like enemy!
  21. Hey there, Im not sure if this will even get seen by the powers at be but over the many years of playing City Of Heroes Ive had a lot of ideas for things that could spice things up, some would be harder to implement as they would involve a lot more code but others are only slightly out with what we can already do ourselves via AE. Here is one such concept I've always wanted to see. separated into a reason for wanting it, A guide to how it would run and how it would be hard to exploit (because we all know someone will try to) Reason for wanting it: As we level our characters they gain incredible power, what was once a challenge at +1*4 is now easy on +4*8, the concept of Min/Maxing is not a new one and im very guilty of this, My characters are made to solo all content, so that when I team up I know I can just have fun safe in the knowledge that if the entire team goes under, I can hold the line while they wake up. But this also means that if its solo-able, team play is easier. Yes, you can do the Liberty TF to fight the hardest enemy, but even that, with a good composition is fairly easy. Hamidon is the ultimate enemy but he needs multiple teams coordinating to do it, its not something you throw together in 15 minutes! My suggestion is an "Endurance Trial", specifically one that CANNOT be completed as its made to get progressively harder. Sure you can run it solo, but no matter how amazing your character you will get overwhelmed, even in full teams, eventually the horde will win as the entire campaign will essentially be waves of ever increasing enemy mobs. Some will read that and instantly go, so why play it, the reason, it will be leader board based. Every run will be logged to what spawn you defeated, both solo and team based. The reasoning being that you have to think creatively in team composition, raw damage wont save you, you will need the team to be coordinated, and synced up to get to the top. Very little content can floor a team of 8 incarnate level characters regardless of archetype, this could potentially make even the strongest fear for their characters survival while letting those who arnt so powerful still have fun testing their metal. How it would run (suggestion): It would start like a normal trial, via a contact. you would enter a map, not a large one, for this concept I thought zombies would be a fun idea so say a graveyard with a path through it like some of the MOT maps. The team assembles and has to activate the mission via either a contact of object inside. Once active the mission starts with the first wave (easiest) Wave 1 - Would consist of Minions/Lieutenants A new wave would spawn 5 seconds after the previous wave is cleared. Each new wave would reweight the enemy mob to a higher rank, so Wave 1 would be say 60% Minions/40% lieutenants, Wave 2 being 50% Minions/50% Lieutenants. Wave 3 being 40% Minions/60% Lieutenants. Wave 4 being 30% Minions/70% Lieutenants Wave 5 being 30% Minions/50% Lieutenants/20% Bosses Wave 6 being 20% Minions/60% Lieutenants/20% Bosses Wave 7 being 10% Minions/70% Lieutenants/20% Bosses Wave 8 being 80% Lieutenants/20% Bosses Wave 9 being 70% Lieutenants/30% Bosses Wave 10 being 60% Lieutenants/30% Bosses/10% Elite Bosses Wave 11 being 50% Lieutenants/40% Bosses/10% Elite Bosses Wave 12 being 40% Lieutenants/50% Bosses/10% Elite Bosses Wave 13 being 30% Lieutenants/50% Bosses/20% Elite Bosses Wave 14 being 20% Lieutenants/60% Bosses/20% Elite Bosses Wave 15 being 10% Lieutenants/70% Bosses/20% Elite Bosses Wave 16 being 80% Bosses/20% Elite Bosses Wave 17 being 70% Bosses/30% Elite Bosses Wave 18 being 60% Bosses/30% Elite Bosses/10% Archvillians Wave 19 being 50% Bosses/40% Elite Bosses/10% Archvillians Wave 20 being 40% Bosses/40% Elite Bosses/20% Archvillians And So on, hopefully you get the Idea, until eventually your facing waves of just Elite Bosses and Arch Villains, Until only Arch Villains are spawning, at which point they start getting +1 to their respective level, up to the +3 we see in Dark Astoria Final AV's. It would take an impressive team to beat 15 Arch Villains all at once when they are all +3 to you, even at incarnate level. Levels within the Trial can also be respective, similar to when the Rikti invade zones, or the Halloween event that summons the horde and banners. So it cannot be exploited for power leveling unless your happy to die a lot and not get far and even a team of low level characters could try it out for fun. If by some unimaginable feat a team composition was found that could take out a wave of AV's, Giant Monsters could be introduced, anything to ensure that there is always something slightly harder to aim to beat. The main purpose of the waves is a sense of accomplishment, a sudden increase in difficulty kills a team, the waves would get steadily harder, starting out very easy until your throwing your all into the wave and barley hanging on, the mission ends when the entire team is dead, no hospital is available but team Res powers and inspirations are permitted What do people think of such an idea? especially Developers who kinda HAVE to like it if its to ever happen!
  22. Scrappers benefit from the best soul mastry powers in epic tho. Shadow meld. 22 second recharge and 15s duration that pushes every degence up. Mine can run happily at 54% defence to psionic virtually continually, the 10 seconds its down is when your either running to next mob or using a clickie. Can cut through any mob or AV at lvl 54, some AVs have tough regen mind! But praetorians, defence force, malta, nemesis, council, cimeroras, parthenon, all just cant stand up. Canaries bosses do a auto hit -33% defence attack so if 3 of those are in 1 mob it stings, bit but having 3k hp sponge will hold you up for the few seconds it tales to cut them down!
  23. Parasitic aura is also a little neglected. It can be almost perm when mobbing. And while ablaitive callipers is perm, i prefere to use it as the secondary, mainly as its fast and doesnt need enemy around. I took crushing blow instead of defencive sweep, its a good fast ST attack. Im thinking of dropping titan sweep for follow through tho. I used to use it a lot but with all the recharge available i never need it and a second ST will help on Avs Shadow meld i use constantly in long fights, if the fight isnt over when the first cast ends the enemy is too tough to take without it! An av takes about 45s to solo, usually.. but if its one with -recharge id rather keep that defence on the roof. I tend to start a fight by jumping towards the mob, hitting shadow meld mod air so when i land im combat ready. Hit buildup, which as the buildup proc, Use arc of destruction with the 50%crit proc as it almost always fires, then use whirling sword followed by rend armour on the target of arc of destuction, which is either a boss/eb or av. A boss is dead after rend armour, an EB can be as low as 25% depending on their resistance, an AV can take as much as 20% hit again depending on who it is. Ive struggled with malaise at lvl 54, his -recharge has nuts accuracy. And im sad to say i only got Richman down to 25% health before he spammed a self heal restoring his mountain of health on seconds. Those rough patches are where im working on. All phalanx TFs were done easily and all content enemy are tissue paper
  24. Im looking for this too. Titans program has been offline since LIVE. A new real time tracker would actually make badge hunters a thing again! A new way to compete at least
  25. Since my main is a TW/Fire brute i thought id chime in. My damage output is extreem against all enemy types. I solo all content at +4*8 and the average mob lasts 10 seconds. I have 2 seperate attack chains Crushing blow and rend are my single targets, both have a recharge fast enough that they can go continually. Follow through isnt worth the slot. Titan sweep and arc of deatruction are my AoE gotos, bear in mind the PBAoE needs one of them to generate momentum. Recharge has buildup firing every 20 seconds, usually triggering an additional chance for buildup. Fiery embrace is up most of the time giving additional power, healing flames is up every 10 seconds giving 740hp continually. Cardiac incarnate lets you run longer and take harder hits with endurance reduction and resistance. Reactive interface for added damage and -res. Assault hybrid for chance to deal almost double damage. Ive easily taken out all the AVs ive encountered solo, diabolique took the longest as she kept phasing and healing! Ive also solod the giant monsters, Jurasika, scrapyard, kracken, adamaster and jack in irons, the rest are pn the bucket list! The comicon fire farm on that floating island takes 3:40 to clear on +4*8 with bosses without trying to eat reds constantly. Mu mastery epic is used as a debuff, by slotting 5 annihilation. This gives good sets and a chance for -res. Crushing blow and rend both have Achilles heel for more -res, the PBAoE has forced feedback keeping everything up. Once you start fighting you dont notice the long animations as when you use buildup and compete an attack chain, you fire the epics, everything is dead and by the time you run to the next mob build up is on again. I think TW/fire is far more powerful then spines/fire, its just not a passive combo. But then again we make characters to play, not to have as screensavers haha
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