
the1egend1ives
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Posts posted by the1egend1ives
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I'm confused by the sleep mechanics. Upon taking damage, do enemies continue to stay asleep ONLY if they have deep sleep? If so, that means that only controller sleeps get a buff, since controller buffs are the only ones that stack and cause deep sleep. Any other sleep, like the Poison Gas Arrow from Trick Arrow, will continue to be ineffective in combat, since enemies will take damage instantaneously from other powers
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4 hours ago, Stormwalker said:
Honestly, the enhancement system is not something that should be examined too closely. It isn't meant to be examined that closely. They just threw some things out there that are examples of theme.
I've never once met a single City of Heroes roleplayer - and on Live I played on Virtue and was an active roleplayer myself - who actually took the enhancements they slot as being meaningful to their character in any way. shape or form.
My technology origin Street Justice/Willpower scrapper gets her power from a nanite swarm that circulates in her bloodstream. That is about as Techology origin as you can possibly get. She does not have ANY cyberware. She just has nanites.
To put this in another sense... one of my Natural origin characters, the aforementioned Liberty Star, currently has several "Military Speed" enhancements slotted. She's a 17-year-old girl. She's not in the military. She's never had any military training. She's a high-school student. That enhancement name is completely irrelevant to her. It's just named according to a "Natural" theme.
And I promise you NONE of my science origin characters are willfully irradiating themselves. Even the ones who actually did get their powers by accidentally irradiating themselves in some way or another!
I think you're misreading what I'm suggesting. I'm not saying you should roleplay your character having a cybernetic eye if she slots the +ACC enhancement. I'm saying that that the SO/DO system can be followed as a baseline to understand the difference between each origin. A character like IRON MAN would be more likely to have a cybernetics upgrade than DOCTOR STRANGE, who would be more likely to use magic relics than SPIDER-MAN or HULK, who are both science-origin because they were exposed to radiation.
Using your technology-origin scrapper as an example, many of the single-origin tech enhancements ARE nanites in the bloodstream. She follows the baseline that the SO/DO system gives us.I don't much about Liberty Star's powers/background, but I'm guessing she has some kind of training to be a natural superhero in Paragon City. Even it's not from time spent in the military. I think you're caught in the semantics of the naming convention. Military training, or beginner martial arts, it's all training. That's the idea behind a natural origin. Even guys like Superman, who are natural by being from another planet, get their training from being experienced superheroes.
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You want to use enhancement boosters on any generic IOs, so definitely use them on the recharge IOs in Hasten. They will boost the recharge of Hasten quite a bit.
I can't speak for everyone, but using boosters on set IOs is a waste. 5-6 set IOs is usually going to max at their soft-cap. And you won't get the set bonuses if you play lower level TFs or Ouroboros mission. That's why most people attune set IOs.
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If this is a question regarding what origin you should take, Technology or Natural, a handy guide I like to follow involves looking at Single-Origin and Dual-Origin enhancements and asking myself what makes the most sense ICly for this character to equip. SOs and DOs have a short bio about what they are, so you can craft some head-canon around them, and they can inform you about the origin of your character.
For Natural characters, you can have the option of Gadgets (Natural/Technology), Relics (Natural/Magic), and Techniques (Pure Natural). If all of these sound like something your character has on their belt, I would say that you're a Natural origin.
For Technology characters, you can have the option of Inventions (Science/Technology), Gadgets (Natural/Technology), and Cybernetics (Pure Technology), so if your character has all these in their repertoire, go with a Technology Origin.
If we were going to go with Batman as an example, he's clearly known for his fighting style, as well as his gadgets, and he has been known to carry magical artifacts. He doesn't really use inventions or cybernetics. What are inventions or cybernetics? To find out, we can look at the description of any invention DO or cybernetic IO and find out what it says. Here's an example of a cybernetic.
QuoteBENDEDICT TECH ADV. TARGETING EYE
A replacement cybernetic eyeball that hooks directly into the hand-eye reflex center of the brain.
Here's an example of an invention
QuoteBIOREGENERATOR
Pat. Num. 10,451397,452. The bioregenerator emits signals that stimulate the target's immune system.
Why does this guide work? Because the only thing that your origin does for you is decide what kinds of enhancements you can use. Beyond that, origin serves no other purpose. I like to follow the same train of thought as the game's creators, so I use the SO/DO method.
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They appear in alignment and morality missions. A lot of the villains become heroes, and vice-versa.
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25 minutes ago, biostem said:
I think this stems from how CoV was implemented from the get-go - basically just copying CoH's mechanics with a different paintjob; In order to allow our villains to be pro-active and the ones that initiate their own plots and schemes, the devs would have to fundamentally have CoV function differently...
And to be fair, CoH's mechanics were what every major MMO did at the time. (and still does) The only MMO I know that does it differently is The Old Republic, but that's just a Single Player RPG with MMO flavoring.
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On 1/17/2025 at 9:46 AM, Go0gleplex said:
3. The majority of villain missions not being very villainy but rather simply mercenary or blue missions with altered flavor text. White washing the nasty nature of villainy to keep people playing and not treading overly harshly on social mores is understandable...but seems more anti-hero than villain. I get that there are some lines that shouldn't get crossed...but that's sort of villainy's whole schtick.
One of my biggest gripes about City of Villains. Mind you, these kinds of missions CAN be fun if you're actually a supercriminal rather than an outright supervillain. You're looking for a quick payday, and that's alright. Lots of comic book villains fall under that umbrella. Batman and Spider-Man's villains, especially. But if you're trying to be Doctor Doom, Mister Sinister, Magneto, Lex Luthor, or any other villain with bigger aspirations than simply hitting it big, you're gonna have a bad time.
To be fair though, CoV at release simply followed the formula that most MMO questing followed, which was simple, reactive story telling. Someone tells you to do something, and you go do it. It did not set out to break new ground in the story department. I think that the writers of CoV caught onto the complaints being made by players, and started introducing story arcs in newer issues that gave your villain more of a commandng role in the story. Villainous tips also add more ambition to your character.
QuoteTop 5 for me are mostly costume related:
5. Not enough asymmetrical options -- greatly eased when they added the asymmetrical boots, gloves, and shoulder options
4. Old auras not getting updated to match newer auras options (some don't have eye options, some don't have individual hand options, etc)
3. Sunglasses and earmuffs are on the same costume slot, making them mutually exclusive
2. No butt cape options outside of widows and trench coats
1. Self-rezzing enemies. I just hate it when they get back up after I've "arrested" them
There are LOTs of restrictions in the costume editor that shouldn't be there. One thing that Thunderspy did right is add more Head Detail slots, so you can have sunglasses with horns.
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Contact missions contain story arcs that let you explore the lore of Paragon City. I highly recommend them. You'll discover lots of tidbits about various factions, their history, and their motives in the world. Most groups in the game have really rich, detailed lore that's ingrained in US and World history. You'll bust up gang wars, foil terrorist plots, interrupt demonic rituals, and disarm doomsday devices. You may even come face-to-face with the archvillain of the whole dang enterprise. One of the most memorable moments for many a new player is fighting Dr. Vahzilok in a level 20 story arc. Contact missions can be very fun if you immerse yourself in the story. But to do that you have to read the mission dialogue and all the clues that come in from completing missions, and reading isn't enjoyable for everyone. The writers in City of Heroes put in a lot of effort to make story arcs a journey full of twists and surprises. It can be just like reading a novel.
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If you don't want to go through the lengthy process of levelling a fire farmer to 50, getting incarnates, and geting IOs, your second best option is to just run task forces starting with Positron and going all the way to Numina, then doing ITFs from 35 to 50. You're going to want to do all the TFs anyway to get the Task Force Commander accolade.
I've done it and I've gotten my blaster all the way to 40 in a single night. The caveat is you have to form the task forces yourself. Don't wait on others to do it.
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I've gotten characters all the way to level 50, only to remake them with the same powersets, albeit on a different AT, because I discovered they were more powerful.
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A lot of players in this community are extremely rude when responding to feedback on the current state of the game. Last week, I posted to the Suggestions forum that the devs should consider a name release policy for Supergroups. The level or snark and sass I got in the replies was absurd. If the logistics are too complicated to implement, explain why and don't say anything more. Don't tell me to "pick up a thesaurus", just because I prefer "The Menagerie" for the name of my VG instead of "The Menagerie of Crime".
This isn't limited to the Homecoming forum. On the CoH subreddit, I've been given lip because I don't like the graphics and sound effects of the new power sets. I don't have to be an animator to think the animations look poor. I would rather efforts go towards creating new storylines and new content instead of stitching together powers out of recycled sprites in the game. The costume creator in Homecoming is still extremely limited compared to Thunderspy. But instead, the devs gave us a cyclone on Whirling Axe. Who asked for that?Years ago, I posted on the forum AND the subreddit that the game needed a harder difficulty setting. I was met with unreasonable amounts of hate. Some players spoke up after recognizing how the overall community was treating me for politely expressing my opinion. And guess what? My idea was looked at because 4-star TF/SFs have become a huge part of the Homecoming server.
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Plant Control/Time Manuplation Controller - Thyme-Lord
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If we're still adding suggestions, can we get an AE portal for supergroup bases? I think it would be way more immersive for RP in between missions to take place inside the base as opposed to inside an AE building. It always reminds me that I'm playing a video game.
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Right now, there's nothing for sale with Prismatic Aether that would interest me. If I had the ability to buy ONE weapon to holster on my toon for 250 Prismatic Aether, I would grind itrials from now until Christmas. I have a weapon master who would look perfect carrying knives as well as bow. Or maybe she want pistols to go with the assault rifle on her back? I think the potential for this would be insane.
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Trick Arrow is a pretty defenseless secondary for MMs, and beasts benefit massively from +defense. So to mitigate damage, I took power boost + flash arrow. My goal is to get permapower boost on this build so that all my debuffs melt enemies into pudding
I also proc'd the shit out of Ice Arrow and Acid Arrow. Ice Arrow hits like a sniper attack, and Acid Arrow does decent pbaoe damage to tightly packed groups. I have a lockdown in EMP arrow which fires pretty reliably on every target it hits.Poacher - Villain Mastermind
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────
Primary powerset: Beast MasterySecondary powerset: Trick ArrowPool powerset (#1): SpeedPool powerset (#2): FightingPool powerset (#3): LeadershipPool powerset (#4): ConcealmentAncillary powerset: Mace Mastery──────────────────────────────
Powers taken:
Level 1: Summon Wolves
A: Achilles' Heel: Chance for Res Debuff3: Touch of Lady Grey: Chance for Negative Damage3: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura5: Superior Command of the Mastermind: Damage/Endurance5: Superior Command of the Mastermind: Accuracy/Damage7: Superior Command of the Mastermind: Accuracy/Damage/RechargeLevel 1: Entangling Arrow
A: Gravitational Anchor: Immobilize/Recharge7: Gravitational Anchor: Immobilize9: Gravitational Anchor: Immobilize/Recharge/Accuracy9: Gravitational Anchor: Recharge/Accuracy11: Gravitational Anchor: Immobilize/EnduranceLevel 2: Flash Arrow
A: Cloud Senses: ToHit Debuff15: Cloud Senses: Accuracy/ToHitDebuff17: Cloud Senses: Accuracy/Recharge17: Cloud Senses: ToHit Debuff/Endurance/RechargeLevel 4: Glue Arrow
A: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge19: Ice Mistral's Torment: Chance for Cold Damage19: Ice Mistral's Torment: Damage/Slow21: Ice Mistral's Torment: Damage/Recharge50: Ice Mistral's Torment: Endurance/SlowLevel 6: Train Beasts
A: Invention: Endurance ReductionLevel 8: Call Ravens
A: Annihilation: Chance for Res Debuff21: Touch of Lady Grey: Chance for Negative Damage23: Impeded Swiftness: Chance of Damage(Smashing)23: Shield Breaker: Chance for Lethal Damage25: Ice Mistral's Torment: Chance for Cold Damage25: Positron's Blast: Chance of Damage(Energy)Level 10: Ice Arrow
A: Gladiator's Net: Chance of Damage(Lethal)27: Ice Mistral's Torment: Chance for Cold Damage27: Ghost Widow's Embrace: Chance of Damage(Psionic)29: Neuronic Shutdown: Chance of Damage(Psionic)29: Unbreakable Constraint: Chance for Smashing Damage31: Superior Entomb: Accuracy/Hold/EnduranceLevel 12: Summon Lions
A: Superior Mark of Supremacy: Accuracy/Damage/Endurance31: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen31: Superior Mark of Supremacy: Damage/Endurance33: Superior Mark of Supremacy: Accuracy/Damage33: Call to Arms: Defense Bonus Aura for Pets33: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 14: Hasten
A: Invention: Recharge Reduction34: Invention: Recharge ReductionLevel 16: Poison Gas Arrow
A: Fortunata Hypnosis: Recharge/Accuracy34: Fortunata Hypnosis: Sleep34: Fortunata Hypnosis: Sleep/Recharge36: Fortunata Hypnosis: Sleep/Recharge/Accuracy36: Fortunata Hypnosis: Sleep/EnduranceLevel 18: Fortify Pack
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 20: Acid Arrow
A: Annihilation: Chance for Res Debuff36: Achilles' Heel: Chance for Res Debuff37: Bombardment: Chance for Fire Damage37: Positron's Blast: Chance of Damage(Energy)37: Touch of Lady Grey: Chance for Negative Damage39: Shield Breaker: Chance for Lethal DamageLevel 22: Summon Dire Wolf
A: Soulbound Allegiance: Chance for Build Up39: Soulbound Allegiance: Damage/Endurance39: Soulbound Allegiance: Damage40: Soulbound Allegiance: Damage/Recharge40: Sovereign Right: Resistance Bonus40: Edict of the Master: Defense BonusLevel 24: Disruption Arrow
A: Synapse's Shock: EndMod/Increased Run SpeedLevel 26: Tame Beasts
A: Invention: Endurance ReductionLevel 28: Oil Slick Arrow
A: Ragnarok: Damage42: Ragnarok: Damage/Recharge42: Ragnarok: Damage/Recharge/Accuracy42: Ragnarok: Damage/Endurance43: Ragnarok: Recharge/AccuracyLevel 30: EMP Arrow
A: Unbreakable Constraint: Hold/Recharge/Accuracy43: Unbreakable Constraint: Hold/Recharge43: Unbreakable Constraint: Hold45: Unbreakable Constraint: Recharge/Accuracy45: Unbreakable Constraint: Hold/Endurance45: Lockdown: Chance for +2 Mag HoldLevel 32: Boxing
(Empty)Level 35: Tough
A: Gladiator's Armor: TP Protection +3% Def (All)46: Steadfast Protection: Resistance/+Def 3%46: Steadfast Protection: Resistance/EnduranceLevel 38: Weave
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 41: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Kismet: Accuracy +6%50: Luck of the Gambler: DefenseLevel 44: Tactics
A: Invention: Endurance ReductionLevel 47: Scorpion Shield
A: Luck of the Gambler: Defense/Increased Global Recharge Speed48: Luck of the Gambler: Defense/Endurance48: Luck of the Gambler: Defense48: Shield Wall: +Res (Teleportation), +5% Res (All)Level 49: Power Boost
A: Invention: Recharge Reduction50: Invention: Recharge Reduction
──────────────────────────────Inherents:
Level 1: Supremacy
Level 1: Brawl
(Empty)Level 1: Sprint
(Empty)Level 2: Rest
(Empty)Level 1: Swift
(Empty)Level 1: Hurdle
(Empty)Level 1: Health
A: Panacea: +Hit Points/Endurance11: Numina's Convalesence: +Regeneration/+Recovery13: Miracle: +RecoveryLevel 1: Stamina
A: Invention: Endurance Modification13: Performance Shifter: Chance for +End15: Invention: Endurance ModificationLevel 1: Pack Mentality
Level 1: Alpha Howler Wolf
Level 1: Howler Wolf
Level 12: Lioness
Level 22: Dire Wolf -
14 hours ago, Onlyasandwich said:
Sure!
With everything accounted for, you're at 55.68% ranged defense. I'm not sure what totals you are reviewing, but this is from the latest mids version 3.7.4 with updated database. I am set to "attacked" as well, so stealth is only showing the lower value. No bonus from Infiltration either.
Softcap is 45%.
As for my build, I was going primarily for ranged defense, and achieved it rather easily without many set bonuses, as Defenders have higher baseline values. I was then looking for fun things to do with a couple spare slots, and found I could hit melee softcap as well for a happy bonus. I wouldn't consider it an important goal, but it only took a small adjustment to my build, and I wouldn't gain any appreciable damage or other utility by dumping it as a sideline.
Wow only 45%? Ok, I should definitely pull back on my ranged defense and shore up melee and AoE. Thanks a bunch!
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I've finished a build for my Earth/Nature controller.
Defenses are pretty weak because Nature is mostly a +resist set. I've got a lot of -tohit in both Earthquake and Spore Cloud to help mitigate incoming damage.
I focused primarily on getting +recharge from set bonuses because Volcanic Gasses and Waterspout are pseudopets that do insane damage when procs fire, but they have long recharge times. I wanted to have both powers up for every mob encounter. Some people might wonder why I took Leviathan Mastery over a defensive APP like Stone Mastery. I wanted the waterspout for the theme, and that's non-negotiable in my build.
I had some extra slots, so I threw them into entangling aura and put 5 unbreakable constraints in there. Is it efficient? No. But I had the money and I wanted more +recharge.
I've tested this build out and I'm able to solo +2x8 mobs. Haven't tested it out further. I sacrificed some damage output in volcanic gasses for recharge. I used to have more procs in it, and the damage was incredible, but it didn't matter because the power wasn't available every fight.
I was also able to solo the Kronos titan as a monster in the final mission of World Wide Red. I used lore pets. I was doing damage to the Titan without lore pets, albeit slowly, and my animated stone was tanking most of the heavy hits. But the mission was timed and a defeat all, so I opted to kill him faster.
Aloha - Hero Controller
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────
Primary powerset: Earth Control Secondary powerset: Nature Affinity Pool powerset (#1): Speed Pool powerset (#2): Leaping Pool powerset (#3): Leadership Pool powerset (#4): Flight Epic powerset: Leviathan Mastery──────────────────────────────
Powers taken:
Level 1: Fossilize
A: Apocalypse: Chance of Damage(Negative)3: Apocalypse: Damage/Recharge3: Apocalypse: Damage/Endurance5: Apocalypse: Damage5: Apocalypse: Damage/Recharge/AccuracyLevel 1: Corrosive Enzymes
(Empty)Level 2: Regrowth
A: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Chance for +Absorb11: Preventive Medicine: Heal/Endurance11: Preventive Medicine: Endurance/RechargeTime13: Preventive Medicine: Heal13: Preventive Medicine: Heal/RechargeTime/EnduranceLevel 4: Stone Cages
A: Ragnarok: Recharge/Accuracy15: Ragnarok: Damage/Endurance15: Ragnarok: Damage17: Ragnarok: Damage/Recharge17: Ragnarok: Damage/Recharge/AccuracyLevel 6: Wild Growth
A: Gladiator's Armor: Resistance19: Gladiator's Armor: End/Resist19: Gladiator's Armor: Recharge/Resist21: Gladiator's Armor: Recharge/Endurance21: Gladiator's Armor: TP Protection +3% Def (All)23: Gladiator's Armor: Resistance/Rech/EndLevel 8: Hasten
A: Invention: Recharge Reduction23: Invention: Recharge ReductionLevel 10: Spore Cloud
A: Dark Watcher's Despair: To Hit Debuff25: Dark Watcher's Despair: To Hit Debuff/Endurance25: Dark Watcher's Despair: To Hit Debuff/Recharge27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance27: Dark Watcher's Despair: Recharge/EnduranceLevel 12: Stalagmites
A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime29: Superior Overpowering Presence: Accuracy/Control Duration/Endurance29: Superior Overpowering Presence: Endurance/RechargeTime31: Superior Overpowering Presence: Control Duration/RechargeTime31: Superior Overpowering Presence: Accuracy/Control Duration31: Superior Overpowering Presence: RechargeTime/Energy FontLevel 14: Combat Jumping
A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Shield Wall: +Res (Teleportation), +5% Res (All)Level 16: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Kismet: Accuracy +6%Level 18: Earthquake
A: Force Feedback: Chance for +Recharge33: Dark Watcher's Despair: To Hit Debuff34: Dark Watcher's Despair: To Hit Debuff/Recharge34: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance34: Dark Watcher's Despair: Recharge/EnduranceLevel 20: Wild Bastion
A: Panacea: Heal/Endurance/Recharge36: Panacea: Heal/Endurance36: Panacea: Endurance/Recharge36: Panacea: Heal/Recharge37: Panacea: HealLevel 22: Volcanic Gasses
A: Superior Will of the Controller: Control Duration/Recharge37: Superior Will of the Controller: Recharge/Chance for Psionic Damage37: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge39: Superior Will of the Controller: Accuracy/Control Duration39: Superior Will of the Controller: Endurance/Recharge39: Unbreakable Constraint: Chance for Smashing DamageLevel 24: Rebirth
A: Panacea: Endurance/Recharge40: Panacea: Heal/Endurance40: Panacea: Heal/Recharge40: Panacea: Heal/Endurance/Recharge42: Panacea: HealLevel 26: Animate Stone
A: Soulbound Allegiance: Chance for Build Up42: Expedient Reinforcement: Accuracy/Damage42: Expedient Reinforcement: Damage/Endurance43: Expedient Reinforcement: Endurance/Damage/Recharge43: Expedient Reinforcement: Accuracy/Recharge43: Expedient Reinforcement: Accuracy/Damage/RechargeLevel 28: Entangling Aura
A: Unbreakable Constraint: Hold/Recharge45: Unbreakable Constraint: Hold45: Unbreakable Constraint: Hold/Recharge/Accuracy45: Unbreakable Constraint: Hold/Endurance46: Unbreakable Constraint: Recharge/AccuracyLevel 30: Overgrowth
A: Invention: Recharge Reduction46: Invention: Recharge ReductionLevel 32: Tactics
A: Gaussian's Synchronized Fire-Control: Chance for Build UpLevel 35: Water Spout
A: Achilles' Heel: Chance for Res Debuff46: Touch of Lady Grey: Chance for Negative Damage48: Javelin Volley: Chance of Damage(Lethal)48: Annihilation: Chance for Res Debuff48: Positron's Blast: Chance of Damage(Energy)50: Superior Frozen Blast: Accuracy/Damage/RechargeLevel 38: Vengeance
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 41: Shark Skin
A: Steadfast Protection: Resistance/+Def 3%50: Steadfast Protection: Resistance/Endurance50: Unbreakable Guard: +Max HPLevel 44: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 47: Fly
A: Blessing of the Zephyr: Knockback Reduction (4 points)Level 49: Evasive Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Containment
Level 1: Brawl
(Empty)Level 1: Sprint
(Empty)Level 2: Rest
(Empty)Level 1: Swift
(Empty)Level 1: Hurdle
(Empty)Level 1: Health
(Empty)(Empty)(Empty)Level 1: Stamina
(Empty)(Empty)Level 47: Afterburner
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12 minutes ago, Onlyasandwich said:
It doesn't work this way for pet powers. The power is being cast by the pet, not by you, and won't be affected.
Meanwhile, juicing recharge allows you to cast the pet more often.
This is also true of psuedopets like rain powers and persistent effect fields (poison trap is one such example).
If you ever aren't certain, look at the city of data entry. Look for a pet entity that is summoned.
Poison trap's cod page: https://cod.uberguy.net/html/power.html?power=corruptor_buff.traps.poison_trap&at=corruptor
In your earlier reply you mentioned overkill in my ranged defense, but I haven't even soft-capped my ranged defense. In the build you shared, you opted for a lot of melee defense. Could you explain why?
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1 hour ago, Onlyasandwich said:
Not a bad baseline! End consumption is pretty manageable, and accuracy is pretty solid in most powers. Most of your power choices are sensible as well.
A little overkill on ranged defense bonuses though. not the worst thing to have a little pad, but you could edge back and juice damage with more procs in some places.
A few general insights:
- Acid Mortar would benefit from additional recharge. I have tested it with various procs, and didn't find it worthwhile return. Multiple casts of the mortar stack their -res, and you can get good overlap with better recharge.
- You haven't used the Scourging Blast ATO set. Splitting this into 2 sets of three helps you double up on recharge with little sacrifice. One of these triples would do well in Acid Mortar (all the elements but the proc that have recharge)
- The extra recharge on Aim isn't a great return. Consider swapping one for the gaussian buildup proc.
- I also don't find Caltrops worthwhile for procs, though some disagree. It's a very slow return. I go baseline with a set IO that includes Range/Slow plussed out. The extra range is pretty nice for flexibility in battle., as otherwise it's a bit short.
- I wouldn't go Energy Mastery. You don't have much that really benefits from the power boost effect of power build up (FFgen and Seekers don't inherit it as they're pets), so it's basically just a really long recharge build up. You'll get better resists from Mu, and can grab Power Sink if you really want an extra end tool.
- Extra lotg in combat jumping does almost nothing.
- Rain of Arrows is painfully underslotted. Procs are nice to add here, but it deserves good baseline enhancement.
- Poison trap needs accuracy to hit. The procs are nice, but you need local accuracy and preferably some recharge here as well.
- Ranged Shot, like Rain of Arrows, needs actual enhancement beyond procs. Sting of the manticore has a really efficient 3 slot range defense bonus that would help you shift away from high investment bonuses like the 6 slot Gladiator's in Temp invuln, which isn't really doing much for you beyond the 6th bonus.
- Seeker Drones are your main opener. I highly suggest slotting for -tohit, as they stack powerfully for it. Each Seeker pops its own 15 ft aoe of -tohit. They also eat the alpha strike. By the time things can target you, their damage and tohit is gutted. Cloud senses even offers a Ranged defense 6 slot bonus if you want to keep leaning on this power for defense bonuses.
There's more that I would do if building for myself (incorporate slow resist, balance things out with more procs in my ST attacks are among them), but this is where I'd start!
Although it is by no means 1:1, here is a recent traps defender I made. You might find some of the slotting philosophy useful for reference.
Defender (Traps - Beam Rifle).mbd 41.53 kB · 2 downloads
Doesn't adding recharge enhancements to powers that proc reduce the effectiveness of procs? That's why I avoided slotting recharge enhancements in poison trap and acid mortar. And I've always heard that acid mortar is a proc monster.
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I was wondering if anyone could do me the kindness of critiquing my build. This is for an Archery/Traps corruptor.
I wanted to soft-cap my ranged defense, so I took IOs that offered those set bonuses. Whenever a power benefitted from procs, I threw in a bunch while forgoing +recharge enhancement, as I didn't want to nerf the proc chance.
I haven't gotten around to putting incarnates in the build. If anyone has any suggestions, I would be open to them.
I took Energy mastery for the build up as well as the end discount, as I've found this to be a pretty endurance heavy build. Build up is nice since it makes my corruptor more like a blaster. Temp Invulnerability lets me put gladiator armor, which offers the +def enhancement as well as some good set bonuses.
I've never used Temporal Bomb so I have no idea how it will perform, but i'm assuming it's an improvement over Time Bomb.
Poacher's Mark - Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────
Primary powerset: Archery Secondary powerset: Traps Pool powerset (#1): Concealment Pool powerset (#2): Speed Pool powerset (#3): Fighting Pool powerset (#4): Leaping Ancillary powerset: Energy Mastery──────────────────────────────
Powers taken:
Level 1: Aimed Shot
A: Thunderstrike: Damage/Endurance/Recharge3: Thunderstrike: Damage/Endurance3: Thunderstrike: Accuracy/Damage5: Thunderstrike: Accuracy/Damage/Endurance5: Thunderstrike: Damage/Recharge45: Thunderstrike: Accuracy/Damage/RechargeLevel 1: Caltrops
A: Impeded Swiftness: Chance of Damage(Smashing)7: Annihilation: Chance for Res Debuff7: Ragnarok: Chance for Knockdown9: Positron's Blast: Chance of Damage(Energy)Level 2: Fistful of Arrows
A: Artillery: Accuracy/Damage13: Artillery: Damage/Recharge13: Artillery: Accuracy/Recharge/Range15: Artillery: Endurance/Recharge/Range15: Artillery: Accuracy/Damage/Recharge17: Artillery: Damage/EnduranceLevel 4: Triage Beacon
A: Panacea: Heal/Recharge17: Panacea: Endurance/Recharge19: Panacea: Heal/Endurance/Recharge19: Panacea: Heal21: Panacea: Heal/EnduranceLevel 6: Blazing Arrow
A: Thunderstrike: Accuracy/Damage/Endurance21: Thunderstrike: Damage/Recharge23: Thunderstrike: Damage/Endurance23: Thunderstrike: Accuracy/Damage/Recharge25: Thunderstrike: Accuracy/Damage46: Thunderstrike: Damage/Endurance/RechargeLevel 8: Aim
A: Invention: Recharge Reduction25: Invention: Recharge ReductionLevel 10: Acid Mortar
A: Touch of Lady Grey: Chance for Negative Damage27: Gladiator's Javelin: Chance of Damage(Toxic)27: Achilles' Heel: Chance for Res Debuff29: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage29: Shield Breaker: Chance for Lethal Damage31: Apocalypse: Chance of Damage(Negative)Level 12: Explosive Arrow
A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown31: Bombardment: Chance for Fire Damage31: Positron's Blast: Chance of Damage(Energy)33: Positron's Blast: Accuracy/Damage33: Positron's Blast: Damage/Endurance33: Positron's Blast: Damage/RechargeLevel 14: Stealth
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 16: Force Field Generator
A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Luck of the Gambler: Defense34: Luck of the Gambler: Defense/Recharge34: Luck of the Gambler: Defense/Endurance36: Luck of the Gambler: Defense/Endurance/RechargeLevel 18: Ranged Shot
A: Gladiator's Javelin: Chance of Damage(Toxic)36: Sting of the Manticore: Chance of Damage(Toxic)36: Gladiator's Javelin: Accuracy/DamageLevel 20: Poison Trap
A: Ghost Widow's Embrace: Chance of Damage(Psionic)37: Unbreakable Constraint: Chance for Smashing Damage37: Neuronic Shutdown: Chance of Damage(Psionic)37: Gladiator's Net: Chance of Damage(Lethal)Level 22: Infiltration
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 24: Seeker Drones
A: Blood Mandate: Accuracy39: Blood Mandate: Damage39: Blood Mandate: Accuracy/Damage39: Blood Mandate: Damage/Endurance40: Blood Mandate: Accuracy/Endurance40: Blood Mandate: Accuracy/Damage/EnduranceLevel 26: Rain of Arrows
A: Javelin Volley: Accuracy/Damage/End/Rech40: Positron's Blast: Chance of Damage(Energy)42: Bombardment: Chance for Fire DamageLevel 28: Hasten
A: Invention: Recharge Reduction42: Invention: Recharge ReductionLevel 30: Temporal Bomb
A: Superior Malice of the Corruptor: Accuracy/Damage42: Superior Malice of the Corruptor: Damage/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Recharge43: Superior Malice of the Corruptor: Damage/Endurance/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/RechargeLevel 32: Kick
(Empty)Level 35: Tough
A: Steadfast Protection: Resistance/+Def 3%45: Steadfast Protection: Knockback ProtectionLevel 38: Power Build Up
A: Invention: Recharge Reduction45: Invention: Recharge ReductionLevel 41: Combat Jumping
A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Luck of the Gambler: Defense/EnduranceLevel 44: Conserve Power
A: Invention: Recharge Reduction46: Invention: Recharge ReductionLevel 47: Temp Invulnerability
A: Gladiator's Armor: End/Resist48: Gladiator's Armor: Resistance48: Gladiator's Armor: TP Protection +3% Def (All)48: Gladiator's Armor: Recharge/Resist50: Gladiator's Armor: Recharge/Endurance50: Gladiator's Armor: Resistance/Rech/EndLevel 49: Weave
A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Luck of the Gambler: Defense/Endurance
──────────────────────────────Inherents:
Level 1: Brawl
(Empty)Level 1: Scourge
Level 1: Sprint
(Empty)Level 2: Rest
(Empty)Level 1: Swift
(Empty)Level 1: Health
A: Numina's Convalesence: +Regeneration/+Recovery9: Panacea: +Hit Points/Endurance11: Miracle: +RecoveryLevel 1: Hurdle
(Empty)Level 1: Stamina
A: Invention: Endurance Modification11: Performance Shifter: Chance for +EndLevel 49: Quick Form
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Right now, selecting minimal fx for the patron armor only gets rid of the patron symbol. It doesn't actually change the hazy ripple aura that appears around your toon. I have to say, it's one of the ugliest auras in the game. I spend a lot of time trying to make my character's costume look awesome, and the armor totally ruins it. At least other armors in the game actually look like something. Ice looks like ice. Dark looks like dark. Even energy aura looks like an actual energy shield. If invulnerability and bio armor can get a minimal fx option, why can't the patron shields?
If that's too much to ask, I'd be willing to settle for the scorpion shield looking more like kinetic shield from /ea.
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5 hours ago, Mashugana said:
Some of the pool powers are really cool - I'd love to try some characters that use them - but I am not sure how the math works 🙂
Really? Most pool powers I"m forced to take just so I can grab a LotG mule, and I never touch them after that. I used to think i could use some of the fighting powers to play as a brawler, but they don't feel as nice as a scrapper or brute.
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On 12/1/2021 at 7:22 PM, biostem said:
I see someone else's costume, or I get inspired to try out a particular build, and I run off to whip up a costume and get to playing it. I get the character to the teens or mid-20s, and quickly lose interest. I want to stick with just one character, but cannot seem to get through the slog of the higher levels. Do any of you folks have a particular approach or mindset that you get yourselves into, in order to complete that journey to 50 and beyond? Thanks for reading!
Play the character that inspires other people rethink their life choices. When you're constantly getting PMs in game saying what a great name/costume/concept you have, you tend to stick with that toon.
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[OPEN BETA] Patch Notes for May 27th, 2025 - Issue 28, Page 2
in [Open Beta] Patch Notes
Posted
I'm confused by the sleep mechanics. Upon taking damage, do enemies continue to stay asleep ONLY if they have deep sleep? If so, that means that only controller sleeps get a buff, since controller buffs are the only ones that stack and cause deep sleep. Any other sleep, like the Poison Gas Arrow from Trick Arrow, will continue to be ineffective in combat, since enemies will take damage instantaneously from other powers.