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Outrider_01

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Everything posted by Outrider_01

  1. You are not capping fire, you are capping cold resist and defence. 🤷‍♂️
  2. See alternatives, casts like teleport friend or foe does now in a single power. Not through ally, either on ally or on enemy (aka solo).
  3. tl;dr - Radiation debuff, Dark Affinity, Dark Miasma, ect - let them have the ability to run off a team mate like Sonic's Disruption Field. It steps on uniqueness of Sonic, but stuff dies so fast at higher levels most is defeated before it really takes affect and you end up casting a toggle that sits around while the target is dead and the toggle turns off 10 seconds later. Alternatively, let them be casted as a placed pet with no target or maybe it goes with idea 1 but uses the difference to cast on any target; kind of like how TP Friend/Foe now works. Last alternative, just a faster cast time in general. Can at least put down the toggle before the majority of the minions are dead, half alive LTs for the next 1/2 second, the wounded bosses for the next 1.3 seconds, and it works already neutering EB/AV.
  4. Looks kind of like Ice armor; Melee/Range defense, a PAoE slow, Absorb and weakness to almost every other damage type. Basically, it will get ripped apart with anything not S/L resist (low numbers, probably around 60% with IO bonus) or Psi when it hits. But the E/N/T damage type are covered with Melee/Range defense checks which they are pretty common, as there are few PBAoE Neg attacks used by NPC while Eng blast/melee are pretty common for melee/range; toxic unless spines/darts ect can be avoided if positional checked but painful if untyped. Semi-balanced, but it has too many positives in resist or defense combined.....the melee defense needs to go as it can be covered with the Lethargy Aura or World of Confusion (can't really taunt with it, it does a confuse check against attacking other NPC and since they are not attacking you can't taunt if the check succeeds twice against anything higher then minion) in melee range and the click recharge is kind of powerful with its long duration in regards to its recharge; 60 rec to 90 is perma since 30 to 90 is possible without a huge investment in recharge (boost range for example, 30 second up 90 sec recharge).
  5. Soft cap smashing lethal defense, then find a en Energy Blast and melee farm, no pure damage like Electric Blast. Smash defense easily checks the split NRG/Smash damage of energy, resists reduce the energy when hit and the regen negates the rest. On a PVE build no less.
  6. Layered defense. 100 incoming lethal damage, 20 resist from Tough, negate to 80. Your regen is 40, 2 seconds to regain that 80 back. Push lethal to 30 resist, now it's 1.75 seconds, surplus of .25 seconds and 10 hit points to deal with the next 100 damage. Not saying cap resist, but its very common with little investment. Where as yoy are chasing every 23 hps and .25 regen with a pretty hefty invest. Focusing some on resit, allows you to focus on more recharge, which could allow faster Dull Pain and the heal click to come back. Passive +regen and tiny +hp bonuses has very little return on investment compared to that, as Dull Pain alone is a huge increase in hit points to the cap.
  7. You are over slotted in some areas Quick Recovery - 1 slot, you only lose .25 . endurance consumption is 1.03, your endurance recovery is 3.5. You won't burn up endurance that fast and if you are wheezing, then your damage sucks. Integration - 2 slots regular IO, almost same amount unless you +5 boost it. Hasten - 2 slots, 180% recharge and its perma You are chasing piss ass +HP bonuses, you don't even look at Unbreakable guard which is roughly +100 hps by itself vs +20. Fireball - Find a free slot, put a Gladiators -Resist in it. AoE and its increasing your DPS for a few seconds. Focus on +resist over HP, but don't go all over the place looking for bonuses. Reducing the incoming damage can allow the regen to catch up, with dull pain alone you are pretty much maxed out on hitpoints.
  8. Hint : Brute section or guides, pick one. General is not the best place for a specific topic like fire farms when they already exist elsewhere.
  9. You know those red straight jacket wearing Archanos that throw lightning around ? Yeah, that. Wikipedia - Continent of Mu Essentially Atlantis, forget the entire lore but Mu was very similar.
  10. Energy Drain and Energize has got you covered. One pulls in, the other reduces the cost. Will literally never be empty, Incarnate have a +Recovery power.
  11. I always question why people chase random resist bonuses, but don't factor in slotting and wasted enhancements. You have the +Def Steadfast/Gladiator, but are over the soft cap except for energy so only need 1. You 5 slot a passive which gives miniscule benefits, but moving the slots from Dampening field to Tough gives about 4% more S/L resist which benefits more from the +Resist and just slotting 2 normal resists in Dampening field results in -1.5% energy resist. You slot a Performance shifter +end proc in Energy drain which should be in Stamina, while forgeting the Energize is a -EndReduction and heal so you are better off with a End/Acc/Rech in Energy drain to get a bit more bang. Reshuffle your slots around, try to maximize what you need but don't shoehorn in large numbers of slots which give almost no benefits. Factor in the normal benefit of the power itself, then slot the IO set you want; like the Dampening Field to Tough I mentioned.
  12. Because not all power sets need to be the same ? Guess Ice needs a PBAoE/Cone on top of it, call it Avalanche and animated like FA. Better option is add the snipe cast time reduced in combat, with a lesser mag hold. Long animation, higher mag. Makes it different but still the samr.
  13. Heard some rumor its going to get nerf, Irradiate is more OP then Quills in that regard. Again, rumor...but makes sense. Suggest adding Achilles -resist from -defense set, moar damage by reducing resist.
  14. OP are you saying, slotting a pure end mod is a waste ? Cause that End/Run speed is absolute garbage, no it can not be dressed up with a good excuse. Its exactly +2.14 MPH and its unique...so even slotting 7.5% speed 5x bonuses (1.04 x 5) from Aegis would + End Mod /Run would top out 7.34 MPH, give or take a shit bonus. Or are you confusing Accurate End Mod set, like the difference of Heal and Accurate Heal. Its not an accurate set as there is only Endurance Modification, its an Endurance Mod set with ACC attached to throw a bone to Electrical powers with -end drain; which was often considered useless secondary effect, now they drain and do damage should you slot it. Trying to understand your point, the grand total point of the set is Endurance modification and not all electrical powers have damage, but all need ACC to hit. Hence why some sets have +ACC or +DMG, Synapse is a boon for damage powers. Power Transfer set is even better with more +DMG enhancement effects.
  15. general recommend is Bio, but you can roll with anything.
  16. Scrapper for TW, unless you manage to keep your damage up as a brute, you are just swinging around killing minions until stuck with bossess which is slow going, critical tend to help as its kind of like spikes in the DPS curve. Savage melee is good for brutes, flows very smoothly but it's not high damage floating numbers like TW. Bosses or higher go down pretty fast compared to TW, the build up to momentum every 10 seconds just interrupts the attack chain IMO.
  17. LOTG is like a proc, kind of like +END proc in performance shifter. They stack to 5, then another 5 of any 7.5% as IO bonuses. I take tactics over assault, piddle damage bonus you can get from a red. Add the fire resist in IO bonuses, winters alone add +30 resist but its unneeded. I had 2 Spines farmers, 1 SS, and a Rad Melee. Just couldn't click with them. Made a Psi Melee brute, its not bad but not as good. And my fave is Savage melee, +5 boosted for lulz and get people saying how fast I kill compared to them. And people running Tanker versions of brutes, they lag behind wandering off while people are with them....I ❤️ Savage 4 Life!
  18. Neither is the +DMG by itself, the entire set is close to capped damage/acc/recharge/endreduc and adding incarnate +DMG enhancement (the partial when equipped) bonus isn't a huge increase; like 7% over ED 95% DMG cap. The KB is to knock stuff on their ass, not a huge benefit but keeps them from running off. Change your slotting and put the Superior Frozen set into Discharge; Discharge is terrible IMO because its a narrow cone and most baddies will be in PBAoE range of everything else so the only time to use it is outside the Burn mosh pit.. Put Ragnarock and Positron into the Ball Lighting/Electrifying fences; reason is the 16 target cap without giving enough mag to immobilize with Superior Frozen +Chance/Immb a boss outside Burn radius. You slot damage procs as the 6th slot in Ball/Elec-Fenses; should use the Annihilation -Resist and add some utility; they don't stack together but you can just stack corpses as you can continue to cast it nearly every time. You 4 slot tempture protection, using a wasted slot with Unbreakable +HP. Your resisting every 100 damage = 10 points taken, every extra tick is like 1-5 damage. Move that unbreakable to Consume and get +7.5% recharge out of 6 slots of Mocking Beratement. In Burn change the Eradication proc to Gladiators -resist, it goes off a lot based on the recharge of Burn. Should use Armageddon set in Burn, get an extra +10 recharge as well and shave off .3 seconds on burn. 4 slotted weave is a waste, put one into Maneuvers and use 3 slots. But yeah, its really tiny unless you +5 enhance boost it and then again its tiny. 😑 Gaussian +BU is wasted in Tactics, unreliable and should be in BU itself. Unless your AFK, then it wouldn't really matter. Health - 2 Numina's is a waste, +regen is redundant unless its AFK and if you do build up enough regen even +15-18 hp a second is enough with Burn on autofire; at that point is just DPS tanking and innate regen; my farmers don't really need it unless the tohit rolls go bad through the defense. Stamina - the endurance enhancement is useless, .2 more recovery and you are barely over 2/3s of that unless you got sprint running. My SM/Fire can run nearly every toggle but tough, sprint/athletics is Energizer bunny fast. Turning of Plasma Shield saves you endurance as well, Fire Shield + Temperature protection puts you at 90% resist cap alone. The extra procs in Quills/Blazing Aura has a tiny return on investment, when I fuxxored and change the set in Burn to Armageddon lost the +fire bonus. Move the 2 extra procs to plasma shield and get the same +def from Aegis with 5 slots.
  19. No problem, its got 10 KB protection on top of grounded, lethal/smash def soft capped, 180% recharge perma hasten, and resists for S/L/F/C around 75%. Its not bad, endurance heavy on the Savage, Animation slow on the Mace. Mace has slightly better resists from set bonus and Savage for some reason is endurance heavy but the Energize is down to about 32/30 seconds so very close to perma while Blood Fury is going; protip is hit Energize first before you endurance drain since it has 13 end cost vs say Consume in Fire Aura which is .5 end. Hemorrhage is the only one questionable and requires to move around the ATO enhancement set if you don't want it, can swap it out or keep it if you want but the intention was for hitting bosses or higher with their large HP punching bag green bars but its too slow to cause damage it being a DOT; think scrapper would be better because I am pretty sure it doubles damage but it would be front loaded from the crit and the normal damage is applied after.
  20. Halfway down the page, both SM and Mace. Used spoiler tags, might miss it.
  21. Sing also has a repel effect to balance it out, it's a control effect. Powers like Black Hole make more sense, fixes the useless powers with intangible effects.
  22. Immobility, like you can still move the body but not the position and insert some thematic RP about able to counter it with your mind. Knockback is sort of in between though, where as Immoblize/Fear/Confuse cause you to stand in place vs a hold/stun where you basically do nothing. Why can't squishy have mez protection? Melee already get more then 80% of the standard status affects protected, but squishy have nothing beyond a few click powers or pool powers. None. So you get a break free, which is just bonus for melee.
  23. You flip while flying in CoH, which unlike Thor who gets sent flying backwards when the Hulk hits him.
  24. 3 Armor toggles 2 (added slots) x 3 (toggles) + 3 (base) = 9 enhancement slots Gladiator's Resist x 3 = 3rd bonus = +3 KB protection x 3 = 9 KB ???? PROFIT! You are already getting resist from a plain +Resist modifier for the enhancement, why not get the best of both worlds! Lots of piddly +0.02 miniscule recovery or regen, +defense bonuses in slots 3-4, several 1.5% smash/lethal resist, and 4 slots to chase 1.88 defense to smash/lethal defense in Unbreakable Guard when you can add 3 slots knock out 3.75% smash/lethal defense with Kinetic combat in Brawl; often seen people wasting 4 slots in multiple armor toggles when you can use just 3. Getting creative, I came up with these 2 builds Savage/Electric brute Mace/Electric Brute Like the Mace better then savage, the animation time of Mace kills it while Savage seems to have endurance issues. Both are not incarnate yet, but tank pretty well for a brute. high end, not so much but can easily shrug off any KB attacks while in the air when Grounded is not in effect.
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