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Everything posted by r0y
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Thank you! I didn't check, as I have no character with it, and didn't want to load up the Pineapple just to see.
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WRT the build above: I don't run tough (it's a mule) and my defenses are 50.7% S/L, 45% E - which is the majority of endgame stuff. He is nowhere near as survivable as my /Devices or /TacArrow (the -percep/-tohit powers are incredible), but he's a decent AoE beast. Aim+BU+Inferno, then Atom Smasher any stragglers. Like the Rad Melee set, Positronic Fist is annoying as all hell (unless soloing). WAY TOO LONG of an activation. I'm usually kill-stolen when in groups, and you're left sitting there for about 3 seconds not doing any damage. That's a lot of time wasted with a Fire Blast primary.
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Here is the build I currently run with. I rarely play this toon, as /Atomic is just not as fun as /Devices or /TacticalArrow or even /Time. That said here's Adam Fyre: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Adam Fyre-HC: Level 50 Natural Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(42) Level 1: Electron Shackles -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(42) Level 2: Fire Ball -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(9), Ann-Acc/Dmg/Rchg(9), Ann-Acc/Dmg/EndRdx(11), Ann-Acc/Dmg/EndRdx/Rchg(13), Ann-ResDeb%(15) Level 4: Negatron Slam -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7) Level 6: Combat Jumping -- Ksm-ToHit+(A), Krm-ResKB(7), DefBuff-I(43) Level 8: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46) Level 10: Ionize -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(11) Level 12: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(13), GssSynFr--Build%(23), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Beta Decay -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(17), CldSns-ToHitDeb/EndRdx/Rchg(17), CldSns-Acc/EndRdx/Rchg(40) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 20: Metabolic Acceleration -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(21), PrfShf-EndMod(21), PrfShf-End%(48) Level 22: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(43) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Dmg/EndRdx/Rchg(36) Level 28: Atom Smasher -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(29), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End/Rech(50), OvrFrc-Dam/KB(50) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(31) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def/Rchg+(36) Level 38: Positronic Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), SprDfnBrr-Acc/Dmg(48), SprDfnBrr-Acc/Dmg/EndRdx(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(45) Level 47: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) ------------
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I suppose it depends on what you are farming and how you go about it. Personally, when I farm, it is all about speed. Period. While blasters present more burst damage for faster nuking of mobs, their hit point pool and defense/resists are too low. Even capped, 75% resists are pretty weak against +4's that will be hitting at least 5% of the time. Even with the recent tanking changes, I still feel that Brutes are the sweet spot for farming, if one is trying to be as effective as possible and farm in the shortest amount of time.
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Hate to necro this (heck, it's only been 7-8 months)... I was poking around Mids and noticed that Acrobatics takes KB IO's and there is a base, non-enhanceable mag 7 KB/KU protection, followed by a mag 2 that IS enhanceable (spell check does not like enhanceable, it may not be a real word - but it is today!). Further analysis shows the following: 0 KB IO: Mag 2 1 KB IO: Mag 3.53 2 KB IO: Mag 4.98 3 KB IO: Mag 5.51 So, in theory (but why would you), one could have a mag 12.51 KB protection from a 3-slotted (with level 50 KB IO's) Acrobatics. Note that the mag 2-5.51 is suppressed if mezzed. The base mag 7 is always on. Obviously the HOLD is still mag 2 only. Personally, I feel Acrobatics should LOSE the slots. Make it a slot-free auto-power and call it a day. It is underwhelming now that sets and procs and such exist, and no one would really need to take it unless they want that ghetto hold-only protection provided by Acro+Blaster proc mag 1 BS. No thanks, that'll get old real fast. Would you take Acro if it was FREE of slots? No endurance cost, no slotting.
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Dang, @BGSacho, you should really think about writing a guide (if you have not done so already) on this! So much good info! Thank you!
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All excellent comments and recommendations, thank you all for that. @Frosticus - yeah, I am not sure about the +buildup in Hell on Earth (HoE), as @tremor3258 pointed out, procs fire off and the +buildup may not be well utilized in HoE. I would love to hear more about this, I'll search around the forums for the discussions that @tremor3258 mentioned). Thank you all, again!
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I am not new to the game at all. I am, however, new to Masterminds (I have ONE on my account, Bots/Time). I've been looking to make another (thinking Demons/Dark or Demons/Thermal). Looking around this forum at the various builds, I saw a couple of things with procs that I didn't know if it worked, if it helped, etc. First Issue: [Hell on Earth] (from Demon Summoning). It is a way-too-long recharge (600s) buff power that I've seen one build throw ALL of the pet procs into it. Just procs (e.g. +Def, +Res for pets). Will this only fire off the buff procs when cast? Or will all the pets have the proc as if it was in another pet. Now, Hell on Earth has a chance to summon something (again, I have not made the character, so I haven't used the power). Maybe I am confused as to whether this is a buff or a rarely-summoned additional pet. Next Issue: Chance for Damage procs in Pet slots. I usually use recharge-intensive pet IO's, but I saw builds where a chance for smashing (slow set), or the chance for negative (-def set) were slotted. How do chance for damage procs work in pet slots? Final Issue: Similar to the above damage proc, what about the health procs? I was specifically thinking about Dark Servant with the absorb proc, or the +heal/end proc (pvp IO). How do those work in pet slots? Any help is greatly appreciated! -r0y
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Yeah, I also notice that it is targetable (as a friendly). I like renaming it... adds more flavor. Maybe I'll switch my Vigilantes to Rogues just for this! Heh, prob. not.
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Can confirm, my ROGUE character entered Ouro via Echo-GC (so the portal would not be on cooldown); was able to place portal. I was unable to do this on my Vigilante toons, and I have zero hero or villains with which to test this. I place my ouro next to the main one, and it is a small/insta-tp. Kind of fun and annoying at the same time!
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I bought seven Rogues & Vigilante packs from the AH, opened them all up (got 5 ATO's total) but the last pack I noticed that Offense Amplifier was given twice: one was orange, the other purple (rarity color of the "card"). (check out this awesome draw! Makes you want to spend more money, donit?) At first, I thought maybe there's a "stronger" version, or one that lasts longer. Nope, they are the same (system mail shows "Available: 2"). So my question is: Does the card color not matter? I thought all of the above stuff would be gray or yellow; I certainly would not consider a temp buff worth more than that... even still, why would the same lousy buff be in both the orange and purple categories? Could there be an issue with the loot table?
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I wholeheartedly TAKE BACK everything bad I said about /Devices. The set is AMAZING, when played correctly. A MASSIVE alpha strike is really nice, and the two toggles are excellent. Taser is downright amazing, even toxic webnade is decent. I rarely use the Gun Drone (mule for 4-pc bonus), and Trip Mine is ok. My main toon is a Fire/Devices blaster (as it was during live, ironically) so I've come full circle. I skip Caltops, and utterly rely on Targeting Drone & Field Operative (End Mod slotted), Smoke Grenade and Taser. Probably could pass on Taser if push came to shove, leaving THREE (3) mandatory powers (and 1 "should" have in taser).
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Here is my list of Variables, Binds, and Macro's that I use on all of my toons: Variables (pass in chats, etc.): $name $archetype $level $primary $secondary $battlecry $side $origin $target example use: /macro LFG "lfg Anything that a $origin Level $level $archetype ($primary/$secondary playing $side side) can get in on?" works out to: (in lfg channel) "Anything that a Natural Level 50 Blaster (Fire Blast/Devices playing Hero side) can get in on?" GET OUT OF MISSION/TEAM: /teamquitinternal -=or=- /requestexitmission 1 (use the above, should you not get an "exit" button for some reason) Global Chatting /bind CTRL+1 "afk Broadcasting on Everlasting TF...$$beginchat /send "Everlasting TFs" ($name, lvl $level $archetype): " /bind CTRL+2 "afk Speaking in soft tones...$$beginchat /send Local" /bind CTRL+3 "afk Pounding away on the keyboard!$$beginchat /send "Paragon Chat" ($name, lvl $level $archetype): " (just a few examples; I like binding to the CTRL+number, since I don't use them for powers, etc). DUAL MONITORS of DIFFERING RESOLUTIONS: @@ SAVE WINDOW parameters/options: /wdw_load, /wdw_save_file <path>, /wdw_load_file <path> /macro_image Brawling_ComboLevel1 w1 "wdw_load_file w1.txt" /macro_image Brawling_ComboLevel2 w2 "wdw_load" Here, I set up my layout on the LARGER (2K) monitor and saved it via "/wdw_save" Then I set up my layout for the SMALLER monitor (UHD) and saved it via "/wdw_save_file w1.txt" So the "default" is my larger 2K monitor and the alternate is the smaller one (w1.txt). Creating the above macros gives me a nice "1" and "2" button (via Brawling Combos graphics) where "1" is my smaller monitor (happens to be on my left, so I read left-to-right: 1, 2) and "2" is the larger (default) monitor in front of me (to the right of the smaller one). Toggling SPRINT on/off while moving forward: /bind SHIFT+W "powexec_toggleon Sprint$$powexec_toggleoff Sprint" /bind SHIFT+W "powexec_toggleon Prestige Power Slide$$powexec_toggleoff Prestige Power Slide" Usually I have a stealth IO in my preferred sprint, so while moving around (usually I have W pressed) I just tap the SHIFT key and it toggles it on or off. Very handy, especially for turning on another layer of stealth via a travel IO. Roy's Travel Binds: @@ SJ / CJ typical: /bind ` "powexec_name Super Jump$$powexec_name Combat Jumping" /bind T "powexec_toggleon Ninja Run$$powexec_toggleoff Ninja Run" /bind T "powexec_toggleon Beast Run$$powexec_toggleoff Beast Run" @@ SS, simple: /bind ` "powexec_toggleon Super Speed$$powexec_toggleoff Super Speed" @@ Magic Pool Flying: /bind ` "powexec_toggleon Mystic Flight$$powexec_toggleoff Mystic Flight" /bind T "powexec_name Translocation" @@ Natural Pool Leaping: /bind ` "powexec_toggleon Mighty Leap$$powexec_toggleoff Mighty Leap" /bind T "powexec_name Takeoff" @@ NO TRAVEL, NO CJ version: /bind ` "powexec_toggleon Ninja Run$$powexec_toggleoff Ninja Run" /bind T "powexec_toggleon Beast Run$$powexec_toggleoff Beast Run" /bind T "nop" @@ NO TRAVEL, but have CJ: /bind ` "powexec_name Ninja Run$$powexec_name Combat Jumping" /bind ` "powexec_name Beast Run$$powexec_name Combat Jumping" /bind T "nop" @@ HOVER and FLY plus something faster: /bind ` "powexec_name Fly$$powexec_name Hover$$powexec_toggleoff Ninja Run" /bind ` "powexec_name Fly$$powexec_name Hover$$powexec_toggleoff Beast Run" /bind T "powexec_toggleon Ninja Run$$powexec_toggleoff Ninja Run$$powexec_toggleoff Fly$$powexec_toggleoff Hover" /bind T "powexec_toggleon Beast Run$$powexec_toggleoff Beast Run$$powexec_toggleoff Fly$$powexec_toggleoff Hover" OR w/ Afterburner (highly recommend, if one took Fly): /bind T "powexec_toggleon Afterburner$$powexec_toggleoff Afterburner" @@ HOVER and Mystic Flight: /bind ` "powexec_name Mystic Flight$$powexec_name Hover" /bind T "powexec_name Translocation" I absolutely to keep the same keys bound across characters for travel, the key to the left of the 1 key (on US keyboards it has ` and ~) because it's in such a handy location. Also, I *loathe* the fact that "T" is toggle the target window on/off. Why? What a waste, so I usually have it bound to something with travel or nothing at all ("nop"). Useful Macros & Binds: /macro i "toggle incarnate" (little gray "i" button to toggle on/off the incarnate window) /bind . "toggle combatnumbers" (period key to bring up monitoring stats) /bind NUMPADENTER "say Congratulations, next round is on me!$$em victory" /bind MINUS "say Thank you!$$em thanks" /bind CTRL+T "powexec_name Air Superiority" (or anything else rarely used) /bind CTRL+P "powexec_location me Red Wisp Pet" (learn and love the powexec_location command! See below:) /bind G "say I have $target targeted!" (good for when you have something important targeted) Game icons (Google Doc): (don't know who maintains, but thank you) https://docs.google.com/spreadsheets/d/1uHUi6BWFTYj4wbfGBs3LjZL88Fym6B-8EwDr18YZcY8/edit#gid=852710698 That said, here are my usual "drops" that I bind. I also move the actual power button to a floating tray, so I can see recharge timers, etc. That is the only downside with using the macros - they look like the power, but also look like they're always up and ready to use. Keep the originals in view somewhere, put the macros on the keypressing trays: /macro_image DarkMiasma_TarPatch TarPatch "powexec_location target Tar Patch" /macro_image EarthGrasp_Earthquake ErfQke "powexec_location target Earthquake" /macro_image EarthGrasp_VolcanicGasses VolGas "powexec_location target Volcanic Gasses" /macro_image EarthGrasp_Quicksand QwikSand "powexec_location target Quicksand" /macro_image IceFormation_IceSlick ICE "powexec_location target Ice Slick" /macro_image WaterBlast_Whirlpool WP "powexec_location target Whirlpool" /macro_image NatureAffinity_SporeCloud SC "powexec_location target Spore Cloud" /macro_image Leadership_vengence Veng "target_custom_next teammate defeated$$powexec_name Vengeance" /macro_image archetypeicon_blaster RoF "powexec_location target Rain of Fire" Buff Binding on the Number Pad: /bind NUMPAD1 "powexec_name Sonic Barrier" /bind NUMPAD2 "powexec_name Sonic Haven" /bind NUMPAD3 "powexec_name Clarity" The above is for a Sonic, obviously, but I have similar numpad 1 & 2 for ice shields, force bubbles, etc. I like to use the number pad to buff team mates so I can move the power icons off the main trays. *** One-Key Combining Inspirations into REDS *** (I only use Tier 2 and Tier 3, as I DISABLE Tier 1's along with rez/breakfrees (or I keep them on and don't convert) at the P2W vendor). I'll include the Tier 1 as well in case some still enable them: Make THREE (3) text files in your Game's "data" directory (ex: E:\Games\CoH\data) call the files SRed.txt, MRed.txt, and LRed.txt - each containing a single keybind (I use Numpad 0, if you want another key, change it in the files) below: SRed.txt NUMPAD0, "inspcombine Catch_a_Breath Enrage$$inspcombine Insight Enrage$$inspcombine Luck Enrage$$inspcombine Respite Enrage$$inspcomine Sturdy Enrage$$bind_load_file MRed.txt" MRed.txt NUMPAD0, "inspcombine Take_A_Breather Focused_Rage$$inspcombine Keen_Insight Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Rugged Focused_rage$$bind_load_file LRed.txt" LRed.txt NUMPAD0, "inspcombine Second_Wind Righteous_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Resurgence Righteous_Rage$$inspcombine Robust Righteous_Rage$$bind_load_file SRed.txt" *** If you turned off T1 (small inspirations), then use these two (2) text files INSTEAD of the above: MRed.txt NUMPAD0, "inspcombine Take_A_Breather Focused_Rage$$inspcombine Keen_Insight Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Rugged Focused_rage$$bind_load_file LRed.txt" LRed.txt NUMPAD0, "inspcombine Second_Wind Righteous_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Resurgence Righteous_Rage$$inspcombine Robust Righteous_Rage$$bind_load_file MRed.txt" Now, in your keybinds.txt file (default game directory, not the in the .\data directory) add this to your file: NUMPAD0, "bind_load_file MRed.txt" This is just a kick-off. Now, in game, when you press the 0 key on the numberpad, it will convert ALL tier 2's (that you have 3 of) into Reds. Press it again and it will convert ALL tier 3's (that you have 3 of) into Reds. Nice. Spam Numpad0 and you're golden (convenient for Right-Handers'). Must have at least 3 to combine! Edit as desired, if someone wants something OTHER than reds, figger it out. HOMECOMING BETA: The Pineapple! /levelupxp 50 to gain XP for level 50 /influence_add 2000000000 for 2 billion (9 zeroes); can go higher, but can't earn any more in-game/AH besides, what's the point? /boostset <Set_Name> 50 Typical Sets : /boostset Luck_of_the_Gambler 50 /boostset Numinas_Convalesence 50 /boostset Superior_Blistering_Cold 50 /boostset Reactive_Defenses 50 OR, better still, see The Jerk Hacking thread on Homecoming Forum: https://forums.homecomingservers.com/topic/3006-a-guide-to-jerk-hacking-on-the-beta-server/ Then use these macros to access the popmenu setup in the above-linked guide: /macro F "popmenu freebies" and/or /macro f "popmenu freebiesc" Just my 2¢ -r0y
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Did you notice the BASE amounts change when toggling it on/off in game? Some things change the base amount, others are additive. Not sure if this is it,but it's something to try.
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It was interesting for me, the other day, when a group formed up an ITF league (two teams of eight); people who wanted to kill-all-grind were assigned to one team, speed running type to the other. We both, independently, ran our ITFs and were able to use /league chat. It was interesting, to say the least, but I didn't see any "exploit" behavior whatsoever. My team only saw our team leader's mission, so we did not test and see if league members could go into the other teams' missions. Getting buffs, etc. prior to going inside (as the above-poster mentioned) has always been the case. Heck, having another toon buff you while inside your base while on the tutorial killing infected has been around for a long time, too. Portal to base, get buffs, click portal back to tutorial. Really only for badge toons.
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I figured it might be, but it sure makes the tank feel more brute-like. I'd say keep it. Insight already feels like it's up-time isn't that impressive. This would really be a nice addition to a very fun-to-play set.
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I am not sure if it is intended and undocumented (power info), but in Psi Melee on a TANK, Greater Psi Blade (GPB) - when used while Insight is "on" - spreads the "Insight Strike" to other mobs around the target (even if your target dies before you can get it off). My BRUTE, and my son's STALKER do NOT have this function. It would be AWESOME if they did, however, as it REALLY makes psi melee much more enjoyable (better performance, more interactive: pacing the set / when to use, etc). It is not 100%, as there have been times when I hit GPB with Insight and get nothing (or at least it didn't show in the floating text?) - but that is pretty rare, so I'm hoping it's a graphics glitch. (I had graphics set to quality)
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I rolled a BEAM RIFLE / Time Corrupter and guess what? Penetrating Ray is not taking the Sting of the Manticore IO's. Did something happen with CORRUPTER snipes? Or the Sting set? Both? How many Corrupter snipes do not take snipe IO's? EDIT: Ok, logging back in later (after work) it seems they are taking them now. Not sure what was happening.
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Focused Feedback: Tank Updates for January 6, 2020
r0y replied to Captain Powerhouse's topic in [Open Beta] Focused Feedback
I understand the taunt / global taunt stuff; heck, I get the increase in AoE/cone/cap stuff... but seriously, the +Damage buff? Tanks (and kind of Brutes) should sacrifice great damage for their greater survivability (health, defense/resist/regen). I mean if one is not careful, one may unwittingly make Scrappers and Stalkers obsolete. Why would I play a scrapper or stalker if I can, for a slightly-less (but maybe not?) damage reduction get much better defenses, regen, hp, etc.? I think it is a similar issue with Sentinels (wrt blasters/corrupters). If sentinels worked (e.g. did decent damage) then blasters/corrupters would start to be marginalized more. It's a fine line to walk, I will admit. (and yes, I know corrupters buff/debuff, but I'm speaking about ranged damage options, specifically). Tanks should hit MORE, hit farther/wider, and taunt better - sure! 100%! But hit HARDER? No way. Let's keep this City of Heroes, not World of Tanks (Brutes). Just my 2¢ -
I made an Elec/Time Corrupter tonight, PL'd it up to mid 30's and started to IO it out... imagine my surprise when I attempted to drag a Sting of the Manticore IO onto Zapp and zapp grayed out / did not take the sniper attack set. I hovered over the power and saw that it was supposed to take it. I asked in /help if any other AT (defender or blaster) version of ZAPP had the same issue, and several replied their blasters did not have the issue. I cannot confirm that, but thought it might be helpful. All I tested was the Sting of the Manticore set (I had purchased 3 catalyzed versions of the IO's) on my Corrupter. Ultimately, I ended up deleting the toon due to the horridly-poor damage of electric blast (ball lightning and zapp in particular); however, for posterity and per GM Conviction's request, I made this thread. -r0y
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I vaguely recall this, as well (especially the erroneously placed decimal point). Wonder if it is something the SCORE team can tackle (or even want to).
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MM only (or mostly) MSR 2 - Electric Boogaloo! (12/29/19)
r0y replied to Oklahoman's topic in Everlasting
What a great time everyone seemed to have on that memorable (birthday) event! Did we ever figure out if the Ultranox Maneuver was a success? Here are my screenshots, btw: With my interface, to show the 48 MM's in the League Without interface (another shot) Thanks again! -
So why does Smoke Grenade NOT take Accurate To-Hit Debuf IO's? I have to have a regular ACC IO, and the only set allowed slotted is to-hit debuff (e.g. Dark Watchers, Dampened Spirits, etc). I usually slot it 1 ACC + 2 Dampened (2% +dam). Would be nice if it was auto-hit like Tactical Arrow's Flash Arrow (awesome power, awesome set). I have played every secondary for blasters, and /dev is one of the least performers. However, solo and thematic stuff, it is great (or at least good enough). If you think Martial Combat is good, you'll probably be ok with /dev. If you, however, like min/max'ing then there are only 2-3 real options (/time, /tactical arrow, /energy for pvp). I am beginning to like /plants as a secondary (I pretend I'm what a dominator should have been). Still, I had to do the old AR/Dev combo, and it's just OK. Taser got such a nice boost, I only slot if for damage (/dev seems to beg to be +dam slotted). With my /dev toggles and assault, plus my slotting, I sit at 108.0% damage bonus out of combat. That's not bad. The other thing that AR has is R A N G E. Wow, does it get nice range. Better than the yawn-fest that is mental blast, even. Which is a bizarre pairing for /dev, unless you just skip the drop-booms. For me, I take the first 6 powers (and caltrops is a late-game throw-away at 41+) and gun drone (just for the 4-slot bonus of recharge pets). I'm at 47 with Bronko Nagurski... and this is purely for Thematic, soldier of fortune type thing: All in all, Devices is NOT something I would recommend to anyone unless they are altaholics like me and want one of everything.
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I have a level 50 psi melee / EA brute (Apocryphael on Everlasting) and EA is probably the second-best defense-based set (after SR). It suffers like ALL (but SR) in the Defense Debuff Resistance area (only getting a paltry 65% or so) which means your defense WILL get debuffed - especially in the near-end / end-game. The endurance issues can mostly be overcome with slotting bonuses, and I use Energize often just for the Endurance Discount (30% if I remember, something around there, in-game monitoring shows just over 41%, but I have 9% from slotting). Anyway, it's fairly survivable, but like ALL defense-based sets, you'll need help in the end game. Even SR will get that one hit, in at 5% to hit, that goes SQUISH. But SR also has scaling resistances built into it when health goes down. Basically, they got it about as right as they can with SR, so all other defense sets are just gimmicky now. A good use of defense would be pairing it with REGEN and a high health pool (hello, Willpower), sacrifice some soft-capping to pick up some resist and regen and +hp... sure thing! Oh, and no clicking (which is good and bad, for another topic). In the end, I enjoy playing my Psi/EA brute, I tanked Reichsmann recently (Kahn/Barracuda was the WST) and did alright. Then when a LOT of spawns were down to just bosses, 1 or 2 big hits got thru at the same time and BAM, dead. So it is defense's weakness the pow-dead affect, but it's pretty rare. tl;dr: it's a decent set, you WILL have to set-slot it to get the most out (but that's kind of true for everything).