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Zect

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Everything posted by Zect

  1. Your slot-efficiency is absolutely horrible. You're spending far too many slots on small resistance bonuses, resulting in a build that has poor offense for its class. When designing a build, slot-efficiency is the primary concern because extra slots can then be invested in achieving your build goals, or directed towards additional build goals. I do like, however, the fact that you have built for slow resist - always important on a resist-heavy primary with click sustain. Unlike most of the terrible dark armor tanker builds on this forum I've seen, you will not walk into a moonfire TF, eat 1 volley of blasts from council galaxies, and then die because every power stops recharging. good job on that front. Here are some examples of ways to boost your slot-efficiency. Clear all slots in maiming and vicious slash and replace with the below. Maiming slash: 2x blistering cold, 3x gauntleted fist Vicious slash: 6x hecatomb Boxing: 2x blistering cold Note that despite losing 2 procs from maiming slash and 1 from vicious slash, this is a dps gain due to higher enhancement values and the low procrate of non-purple damage procs as you have them slotted. For the same number of slots, you gain: 3% EN res, 6% FC res, 3% Tox/psi res, 15% acc, 10% rech, 4% recovery, 3.6% max end. You're being scammed, my man/woman/other. The game ripped you off! You can keep the extra res or trim back resist bonuses elsewhere to save slots. Moral of the story: When seeking a 2-slot bonus, consider using filler powers as mules (brawl/boxing/kick being a good example). These powers come with a default slot which effectively means you pay only 1 added slot for a 2-slot bonus. However, paying the 2 full slots in a useful power is not always a loss if you get a damage proc or necessary enhancement values out of it. Also, 2 sets of 3x gauntleted fist gives 12% EN res total, the hardest res to build for. It is worth considering on tankers with an EN hole, although 5-6x gauntleted fist for a melee def build is also pretty good. Delete the 2x Launch from Mighty Leap. Add 1 slot to Sprint and slot it with 2x Celerity. Same SL res, but you save a slot. Actually, don't do that. Instead, add 1 slot to Physical perfection and slot it with 2x preventive med for the same result, and more regeneration besides. Celerity also goes in prestige sprints. You can take all 4 prestige sprints and use this trick on them as necessary if desperate for SL res (rarely necessary on tankers, but I am here to educate). We are now going to perform a complex switcheroo. Watch carefully. Reslot death shroud, Dark regeneration, Taunt and rending flurry as follows. Death Shroud: 5x might of the tanker, 1x gladiator's fury proc Dark regen: 5x Doctored wounds, 1x +5 common acc IO Rending flurry: 3x gauntleted fist, 3x avalanche (incl proc) Obsidian shield: 3x unbreakable guard Brawl: 2x Blistering cold This will use up the free slot we gained from the optimization above. You lose: 3.75% FC res, but FC is still capped at 90%. You gain: 1.5% Tox/psi res, 15% (!!) rech, 3% HP, 4% dmg. Note that, despite losing a damage proc in rending, this is still a slight dps gain because the procrate in rending is low. But you may be thinking, "wait! I want my theft of essence/absorb proc in dark regen!" However, the proc only restores 10 end. When slotted as above, dark regen not only costs 6 less end than before, it also heals about twice as much (1132 vs 562). Even if we generously assume the absorb proc, worth 15% of maxhp, has a 100% procrate, (which it does not) then that decreases to "only" 30% more on a single target (1132 vs 562+313). That means you use it less, saving even more end, and the absorb proc goes in a different power, further enhancing overall survivability. Moral of the story: procs are not Jesus. Compare the effect with or without procs instead of assuming that any proc is a net gain. Specialized procbombing builds work because they specifically optimize with the PPM system in mind, and even then, there are many terrible ones. Finally, at this point, your FC res is still overcapped. You could remove a slot of winter's gift, and add back a damage proc that we lost earlier to maiming slash. Frankly, there is still much potential room for improvement in your build. From experience, I can tell you that it is possible to plug the energy hole completely while significantly increasing dps, and possibly also gaining a bit more recharge. But then we start getting into things that are less playstyle-agnostic such as taking different epics and so on. I personally wouldn't put the Gladiator's fury proc in death shroud, for example - I know from experience that in a damage aura it has little effect on clear speeds - and that would change the way I slot the aura completely. I've presented only the most straightforward optimizations that require no playstyle change on your part, while maintaining what I perceive to be your personal preferences as much as possible, as a lesson in optimization. I encourage you to further experiment and look up examples of high-dps savage melee builds to see what can be adapted. The build with my suggested modifications above is as follows. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1626;717;1434;HEX;| |78DA7594CB4F135114C6BF69A762A1954741DE2008B4A532802B9F4123B89056493| |0BA6C2638D486DA922912D9FBDCF98C1B9F3B3171ED33FE05B055548C2EDDA026BE| |E3633CCCE9D10B8449A6FDDD73CF39F73BE7DE3B8913FD81D999F82E68813D19339| |F4F1E34B36396ED4B98A9F408169F227A6BD99AECB746AD6CDE32FA4D7B2CB9DB3E| |96B3652661652CCB183627CD94C503540CE57219636FCE1EB192B9D1E4E17426136| |4533A7574229D4D05DC51DC32C76950EC0E86C72DEB4868603C3D620C642D3B3595| |4C98F909CB9EAA21152DF4DEF7D38F06791C1FD0E7057A7578F042608E41C773816| |70C6BF08A612EB222CD79DD9D69C105868D3829704AE00C4337921414D6F180D468| |6A1A0D9F798130BE3044F15D60334327AA29A45147176A185E921A2F94345E77EC0| |AFEE571612DFE08FC6628C64F81598687A4C6A7AAF1ADAE6613BE3274E19BC00F86| |C794A648FBD71DC7578441CD9D09202E90605887FD020718CA504741BD7E3CA2347| |E458DC72F6A3A444DB7A899A00694280DD04A30EF2934AB9E5D343A8741259D16C4| |45DE8D365C62781A054AD5FA4BD1E129880A335420221065A844A7408CC14B2B95A| |BC2CB45789B080F8BF0F5E41B527CBD2111DE8041A9F693B4BC8A5BD44A41556A29| |558871CF9A04E6A921D5EA89A8C6392EB206A705CE32D4E1B6C035BDB0D27586D79| |4A6F6FF0175508B6996F79666EA950568E0D08337646F54176EC44E8ED8801D02DB| |05B6790A7766ABC0168627B4F9CD6A89CD527C1BCA186E51575A1517B4BA177CF1B| |A527FDAD5E07609EE90E0BB4120A2BA44B020B7EB1DC34DFA8BA915C6B8B93A8E53| |8D8632E331708FFB65E08EDCF0698649F2ED510F438F68E941A5403943545FFA517| |11A74A88F437357F4C2E9B8CC105FE6E2C6D13E0CE96A2AB26B6C5F285EBA86F8BF| |5FC5FE61999DB6A7A5707471482BC03ECDFD9A7D5CE97B95B7B389F67A29DCA0BBE| |657F4397D21B2AB86BF03A7D6C8| |-------------------------------------------------------------------|
  2. This is correct. i-capped defense, or anywhere near it for that matter, with 1 enemy in range is overkill on invuln, and means you've skimped on offense and valuable dps. You need 110% or so defense to softcap vs 4* Nictus Romulus with his Tactics. A cold fender gives about 34% def. An emp fender with powerboosted fort is about 44% def. (Maneuvers included for both figures.) Unless specifically building for no-support runs, a reasonable comp of 2-3 support toons plus a modest def cushion of 30%-45% is sufficient and leaves some buffer against debuffs. Just use take the Social Skills power pool and make friends with fenders, corrs and widows.
  3. I have a lot of fondness for strange, off-meta builds, or simply attempting to match/exceed the performance of typical builds with less conventional alternatives. You can even learn some unexpected things that way. However, a build that's intentionally quirky and a build that's simply terribly constructed can sometimes look very similar at first glance. You'd need to know what the maker was shooting for to really judge which it is.
  4. I'm mildly amused at some of the criticisms of Reddit culture. Not because they aren't true, but they equally apply to this forum and its users, or any venue for online discussion in general. With that said, more places to talk about CoH and more online communities is never a bad thing, so I wish the subreddit success. In nature as in society, diversity is strength.
  5. Sonic is well balanced in terms of power, and it's quite attractive in the modern mass-defense meta; mez prot that does not come from clarion and res to back up everyone's softcap are very valuable. However, I also think that Liquefy is problematic. The recharge on it is exorbitant, at no less than 300s - twice that of most classic blaster nukes which are 145s. When your key powers have that long a recharge, the set feels bland because most of the time you're using a smaller set of less impactful powers, the same problem FF has. The reason for this long recharge is probably because liquefy has too many redundant functions, and tries to do too much. Does a KD patch also need to be an aoe hold/-tohit/-def/-fly/-rech? (I'm not kidding, it really is all of those). Any two of those would be good enough to neuter a spawn. I would like to see Liquefy trimmed down to just two key effects, and have its recharge cut down significantly, into the 120-150s range. That will put it within every-spawn recharge range for a typical endgame build.
  6. Epic shields are currently very well balanced; no buffs of any sort are necessary. Scorp shield and other SL def shields can typically achieve 45% to all damtypes except psi or 45% SLR, even on AT's with weak defense scalars such as blasters, at the cost of having little resistance to cushion a hit. Resist shields can typically achieve 45% ranged def and with a hefty resistance cushion. Depending on AT and powerset, additional softcapped defense vectors are possible. I have a number of 40% def to all vectors/75% SL res fenders. Do not discount the resistance shields, especially the ones that incorporate exotic resistance. In the current meta where defense is abundant and easily built for, having high native resistance is extremely valuable, moreso than def. Many of my toons with the dark epic shield can survive a shadow cyst explosion in HM 4* ITF. Frozen armor requires an additional power pick; however, unlike scorp shield, it can slot resist sets. This is a situational advantage on fighting-less builds (uncommon, but very viable) that do not have tough to mule GA/Steadfast. Many forumites discount the value of set-muling; it is a powerful advantage which should be factored into any balance discussion. All in all, the problems you perceive are due to your inexperience in designing non-scorpion shield builds, rather than any real problem with the powers themselves.
  7. Leverages unique advantages of powersets/AT High offense High defense High slot-efficiency and power-efficiency (i.e. no using 3 powers to do the job of 1) Tailored to player's skill level Accomplishes stated build design goals
  8. You've asked a question the forumites will struggle to answer. Traditionally, tanker expertise has been laser-focused on turtling up at all cost, as opposed to leveraging tankers' superior defense scalar to enable a balanced combination of defense and offense or trade-off for maximum damage. I suspect that the top contender is going to be fire/ss, or possibly bio/ss. SS is infamously overpowered; double-stacked rage makes AOO and soul drain look weak. Fire/ also has the quirk that burn is usable as both an aoe and ST attack.
  9. I definitely respect taking a performance hit in exchange for theme; it's an easy game and there is nothing tuned tightly enough that it requires every ounce of power. Personally, I do not post builds - I view it as unsporting, since it would deprive you the pleasure and opportunity of learning build design yourself. But as an basic example, I will tell you that my fire/psi/ice has 45% def to all types except psi and permahasten, plus high damage ST chains at both ranged and melee. There are some innovative builds out there, so I would encourage you to look at builds by people who have demonstrated excellence at the game; even if the powersets are different, you should be able to discern the logic behind their build design choices and apply it to your own circumstances.
  10. There are many ways to make up for the lower +def numbers on a corr (notably +special, such as from power boost/clarion). There are fewer ways to make up for lower base damage and lack of scourge. I still prefer fenders for certain combos, though - like an ff/sonic that stacks huge amounts of -res on enemies. If you are going for the powerboost option, trollers have the usual problem that their power boost is only available through primal mastery, while corrs and fenders can get it through soul mastery, which comes with soul drain (= better balance of offense and defense).
  11. Interesting subject. It's definitely a known problem that private servers of any game tend to devolve into a "kids in charge of the candy store" situation. I feel you make excellent points, though my own thoughts on the matter are mixed. I always found the "Homecoming" name a curious misnomer: this server not-so-subtly lays claim to being the official successor of CoX, yet the experience is very different than the one on live, in both good ways and bad. That said, let's not pretend that live was some utopia of balance and challenge. Many of the most damaging changes to game balance and player culture, in fact, originate on live, such as the universal +1 level shift from the alpha slot (really, the incarnate system as a whole) and the introduction of AE. The balance situation on live was extremely problematic: defense armor sets were king, while resist sets struggled to provide comparable survivability; armored AT's reigned supreme, providing comparable damage to blasters with far more mitigation. And near the end of its life, the game even picked up some scummy P2W practices that were so characteristic of Korean gacha games, they must have been imposed on the dev teams by NCsoft. Selling ATIO's through lootboxes, anyone? I appreciate that the worst aspects of the game, and much of the power creep, originate from a combination of 1) the political environment that the Homecoming team inherited, and 2) expanding the availability of the things that caused many of the above balance issues in the first place. They cannot be blamed for the first, and most certainly not the second. What's good for the goose is good for the gander; if you're okay with even one player running around with IO's and incarnates, you had better damned well be fine with every single person in the game doing so at the same time. With that said, there are some promising signs on the horizon. Recently, we saw: The fixing of bugs to Burn and other powers that have long been exploited by players; The fixing of bugs to AE exp rates, the revoking of winter pack seasonal discounts, and other unpopular-but-necessary changes; The shake-up of defense typing, breathing some fresh air into the defense meta and opening the way for innovative new builds; The introduction of hard mode TF's, restoring a gameplay environment that has been taken from us for many years. Homecoming in the past has also demonstrated its willingness to implement nerfs, which are critical for the enjoyment of any game: Rune of protection was nerfed by making its recharge unenhanceable. This is especially notable because nearly every other CoX server out there has added some way for unarmored AT's to get persistent mez protection. Titan weapons was nerfed, ending its dominance among the melee sets. These are all highly positive signs, and going forward, I look forward to more and necessary changes that will address other contemporary balance problems. For these reasons, I still find it worthwhile to support Homecoming.
  12. You aren't getting many bites, because budget builds are a lost art - there's so much money floating around these days. Also, even with a budget build, most people want to upgrade to better IO's eventually, so you end up spending more in total anyway. I recommend looking into farming or marketing; solving the money issue will allow you to freely and fully focus on constructing an epic build. Taking fire as an epic without taking a significant performance hit is not going to be easy, because so much of the power of doms is locked up in their epics. There are 3 commonly picked ones: Psi: the defensive option, with a res shield and mind link (equivalent to a 2nd weave). This is most commonly recommended for newbie doms because it is very hard to screw up. Well-designed psi doms can come close to permanently incarnate-capping 2 or 3 vectors of defense. Soul: the middle ground option, with a res shield, soul drain and dark oblit (fireball clone). Note however that the soul drain has only around 50% uptime even at permahasten levels of rech. Ice: the offensive option, with a typed def shield instead of a res one, sleet and ice storm. Note that the sleet is bugged and uses fender values, making it far stronger than fire's melt armor. Sleet on top of dominator damage numbers absolutely shreds stuff, but the lack of a res shield to back up your defense makes this a more skill-based build than the others. So I would ask what your reasons are for picking fire. If it is for theme and fireball, soul's dark attacks are easily refluffed as ash, and dark oblit is a fireball clone. You can respec out of epics at any time, so I encourage you to try out different ones, especially the Big Three above.
  13. I seem to recall that Rikti pylons, unusually, do not have the powers that grant them AV or GM class debuff resistance, which might explain why diamagnetic seems to help you against pylons. I don't have access to a machine with Homecoming on it right now, but it should be trivial for anyone interested to test this with a power analyzer; I'd love to get a confirmation/denial myself.
  14. EA is very versatile and concept-neutral; definitely one of the easiest sets for new stalkers to pick up and wield effectively. The only part that's remotely tricky lies in plugging the neg hole, because the most slot-efficient sources of EN def are pbaoes, ranged ST and holds, all of which are in short supply on most stalkers.
  15. Leadership toggles are highly beneficial to blasters, despite poor scalar values. Maneuvers provides defense and an lotg mule. As an unarmored AT, it is much harder to get 5x lotgs if you are not taking leadership. Stealth is the next-best choice, however the benefits of stealth (the toggle) do not outweigh those of multiple leadership toggles combined. Tactics provides tohit. Tactics and a kismet proc enables blasters to get +20% tohit, which gains bonus damage from quick snipes, an undocumented feature some blasters are unaware of. A tactics-boosted quick snipe forms the core ST dps capacity of many blast sets. Vengeance provides an lotg mule and wipe prevention, a capability that most blasters have difficulty getting. If someone dies, you venge and make it very hard for the rest of the team to die. Vengeance is powerful; a whopping 20% def to all, 35% tohit (punches through nemesis veng, cimerorans' shout of battle and HM critters' own higher def) and 45% damage. Assault is the weakest pick from the set, but still not bad. You can say it's only 10%, but you're also a 1.125 ranged damage scalar AT, and you add to the entire team's damage. Leadership toggles enable blasters to convert their large number of excess power picks and end (from their sustain power) into combat ability. Many armored AT's have a harder time running anything more than maneuvers. Being able to run leadership with comparatively little care is part of blasters' advantage over them.
  16. To answer this, you need to look at what blaster manipulation sets are intended to achieve. And the answer to that is to round out blaster primaries with: Melee attacks (rewarding the blaster for meleeing with high-dps attacks, while offering the ability to diversify damtypes and set-muling opportunities); Offensive support, either self-buffs (+dmg, +rech), foe debuffs (-res) or damage auras; Sustain, both health and end; Controls. So the ideal 2ndary will be something that benefits maximally from all the above. And if you're going to port blaster manipulation sets unchanged, that's kind of hard because these sets are so closely tailored to the specific needs of blasters. Slapping a different set with them will either result in redundancies (doubling up on what manipulation sets already provide) or inadequacies (relying exclusively on manipulation sets to provide one critical thing).
  17. Sure, but only if the radius is also reduced by 1/3.
  18. Define "stronger". That said, tankers currently have a more optimal balance of defense and offense than scrappers do. They lose some offense, but gain a vast amount of defense, compared to scrappers. That in turn allows them to solo things that are impossible or at least very difficult for scrappers to do so.
  19. This is the correct explanation. When you use power boost, both farsight and defense toggles are boosted. However, defense toggles in this game are not a constant effect. The toggle applies a defense buff with a duration of 0.75s every 0.50s, constantly refreshing itself to reflect buffs and debuffs on your person. This is unlike farsight, which is a singular copy of an effect that snapshots the conditions when it was cast and lasts 120s after. (See FF dispersion bubble/shields for another example.) When building in mids, toggle off defense toggles first. Note the difference in farsight's def with and without power boost. Subtract this difference from your defense build goal to know how much defense you need to build for. Otherwise, you'll quickly find out that you are not in fact softcapped after 15s.
  20. That's technically correct; however, you're also missing the point. The real power of team insps (and other super pack goodies) lies not in having them in the tray, but in character items which allows you to claim an unlimited stream of them even mid-combat. It's how solo STF runs are done. Agreed that this game is easy mode, though, including "hard mode".
  21. Brutes outdamage tankers in general; this is still the case. The issue with brute/tanker balance is more that tanker damage has been buffed excessively, to the point that tankers now have a more optimal ratio of survivability to damage. This is especially true on res sets since res is very tough to build for and tankers have an advantage in capping EN res (the hardest res to build for) with their ATIO. The tanker melee damage scalar is 0.95 (buffed from 0.80). You just need to ask yourself whether an armored, mez protected AT with tanker scalar HP and tanker scalar defenses should be doing 95% of blaster base melee dps, and you'll see why brutes should not be tuned up; tankers need to be tuned down.
  22. Re: fighting pool, the forumites telling you to skip it are wrong. As a cold fender, you are going to be less-protected than the members of your team who benefit from your shields. Right now, you can protect your team, but your team cannot effectively protect you in return. Poor defenses also reduces the effectiveness of your team support powers, because you must wait for armored AT's to engage before deploying debuffs, so your -res powers are only deployed after all the strongest attacks have gone out. A well-built fender can initiate before other AT's, ensuring that their debuffs amplify the entire alpha strike, resulting in superior team support capacity. Tough and weave are highly beneficial on a team-oriented build, so your scrapper instincts are correct. You're going to change your mind once you use heatloss for the first time at level 26. (Yes, I said 26. See the most recent patch notes.) It provides so much end that all else is unecessary. Rather than fiddling with slots in power sink, you are better served attaining perma-heatloss and perma-hasten (they both require approximately the same amount of rech) to further increase your team support powers. Remember that power sink does not affect teammates, but heat loss does. Lol. Remember that hasten shortens its own recharge. The recharge time displayed in mids is accurate only if hasten is active for the entire duration. If it is not, then its recharge time will be much longer than displayed, which has a multiplicative effect on your downtime of heatloss and other critical powers. However, there is an easy fix for this. I see there is no alpha slot in your build. Agility alpha and boosting both IO's in hasten to +5 would shorten its rech to 123s. That's still not permanent, but it will be a significant improvement from what you have now. It will also boost the rech of your sleet which is currently very lacking (sleet should have a recharge as close to 15s as possible to doublestack it). The def bonus from agility will also allow you to trim some slots from your defense powers and reassign them to gaining rech set bonuses. You do not need more -def from infrigidate, since you should already be doublestacking sleet which provides a large amount of -def. However, there is a use for this power. Right now, you don't have a complete ST attack chain. Proccing out infrigidate with 5x damage procs 1x achilles heel will provide a respectable attack that does -def and -res as a bonus. That would be exactly the kind of support your team needs when a hostless nictus pops up on a HM ITF. Speaking as someone who does actually have this power, and has attempted to use it, this power is not practical. The buff itself could be fine (though the recovery is redundant with your heatloss). However, it has a very short range of only 10ft. Even aid other has a 25ft range. It is annoying to use this power on allies, especially since player characters move unpredictably even when out of combat, unlike NPC's. I know what you're thinking. You're thinking, "I'm a team support defender. I need to take every power that provides a benefit to the team." That's the same mistake that, say, tankers make when they think "I'm a tanker, I tank. I need to sacrifice everything to turtle up as hard as possible!" Or "I'm a blaster, I blast. I should abandon all defense and get as much damage as possible!" Or "I'm an empath. I heal! I need all the heals! (takes field medic)" You should take a more holistic view and recognize that in CoH, 80% of 2 things is far more powerful than 100% of one and 0% of the other. Increasing your recharge, damage, and defenses will indirectly make you a better defender than one that blindly goes all-out on the support aspect. You're better off dropping this for fighting, or taking a movement power in its place that will allow you to easily keep pace with the team and maintain a high team support capacity. I know mids' forum output doesn't display inherent powers. However, there is a datachunk provided. I'm sure you could have at least taken the effort to load the build and see for yourself.
  23. Zect

    Cold/Fire

    They have agility alpha, so it's fine. An agility cold def with 1-slotted shields running arctic and maneuvers still hands out ~34% def. ED-capping shields boosts that to ~39%. That's not bad, but it's also not essential, and it does not hit a critical breakpoint like 45% on naked toons. This is very optional, but I recommend a switcheroo as follows: Ice shield: lotg Glacial shield: lotg Hover: lotg, shieldwall unique Maneuvers: lotg, 2x red fortune Weave: lotg, 2x red fortune Arctic: 6x reactive defenses This costs the same number of slots, leaves you at nearly 45% def (just +5 a lotg if you absolutely must see nice 45's in mids) and 74% SL res, while gaining 8.5% !! rech. Your hasten will now be nearly nearly permanent. Why red fortunes? Because 2x red fortune gives the same bonus as the 2x reactive defenses you're using. So as an uncommon set, it can potentially be cheaper (but check the AH first). Don't pay the marketeers any more than you need to. - Sincerely, a trillionaire marketeer. True, but generally not an advantage for corrs and fenders, especially with a strong blast set such as fire. This is only useful if it saves you from taking an extra attack elsewhere, e.g. on controllers who do not natively get enough attacks for a full ST chain. For them an additional ST blast will have to come from sorcery (losing a power pool) or the epic (long wait, high level). You don't have mids to see this, but they do have a KD proc in sleet (though sleet has its own 5% chance to KD - it will become KB if they both proc). I recommend another switcheroo as follows: 6x def bastion in fireball 3x vigilant assault (incl proc) in blaze 3x vigilant assault in flares (Flares can afford to be underslotted slightly as it has the lowest damage scale). This way, you heal yourself & team every time you cast fireball in a big mob, and you frequently get an absorb when using blaze on hard ST targets. Blaze is a better proccer than flares. Speaking of procs: as someone who is a fan of procs, and does actually have 2x -res procs in sleet on a lot of my colds, they are not going to make a big difference in killspeed. They are ultimately very trivial luxuries. Procs have a low procrate in large aoe powers. Sleet I personally consider it worth it because you will use sleet on absolutely everything, from trash to single targets like AV's; however if you are looking for slots, think about cutting some of the annihilation -res from your aoe powers. This I would agree with. Here is a way to get more of the same bonus and better enhancement values, using the same number of slots: move the 3x vigilant assaults from one of your ST blasts to sleet (yes, it does go in sleet - try it out), replacing the artilleries. Then slot 3x thunderstrikes in the ST blast instead. 3x artillery is only 1.8% EN def. 3x thunderstrikes is 2.5% EN def. So this is a net gain. This also enables you to get more rech in sleet because vigilant assault is an extremely rech-heavy set. For a final note, you can also consider putting the vigilant assault proc in sleet. The proc notably has half a dual's worth of rech enhancement, as with many ATIO procs. The most important things in soul drain are rech, with a 2ndary consideration of acc (you don't want it to miss when using it on a single target, e.g. AV, though this build can compensate by using aim beforehand). Armageddon is not a bad choice, but there are other possibilities as well. For a typed defense build like this I would recommend considering 3x eradication (+5 if necessary, as a lv30 set it has weak enhancement values) and 1 slot of frankenslotting to cap the rech. The 3.13% EN def from erads can replace one or more of your 3x artilleries. This then opens up the potential for ragnaroks or frozen blasts in the artilleries. For a positional defense build I would recommend considering 6x oblits. If you have 2 sets to slot pbaoes in, double 6x oblits gives 2.5% more melee def than 5x armageddon and 5x avalanche. It's not a bad deal for only 2 slots - just try finding 2.5% melee def for 2 added slots! I also urge considering this. Here are more benefits you can expect, in addition to the better damage from scourge and the cheating by using fender pseudopets to get the same debuff values as fenders. The corr will be able to skip infrigidate, while the fender cannot. (For your first 4 powers on corr, choose flares, ice shield, fire ball, and fly/hover.) With the additional power choice freed up, you will be able to dark mastery instead of soul, and the soul drain from dark has twice the uptime. Finally, the dark consumption you are forced to take as the 1st dark mastery power choice is also a useful set mule. 2x oblits and 3x erads offer highly slot-efficient res and def respectively. The big, big downside of corr is lower def due to a weaker defense buff scalar. Corrs can expect around 5% less def across the board, which is not a trivial amount to lose. However, as a corr there is an easy solution to this: take barrier core as your destiny, which is a very strong destiny in the current meta anyway. The weakest level of barrier core gives +5% def and res to all. So does a defense amp. So you can take barrier in HM TF's, and defense amp + clarion in easy content when you want to be lazy and not deal with mezzes. Finally... If you can afford only one damage proc in blaze, it should be the apoc proc (more damage, higher PPM). This is extremely optional. I'll mention it only because you say this is your main character. A 53 D-sync provocation and a +5 rech common offer nearly the same rech for 2 slots, saving a slot. (You do lose 13% acc enhancement though.) If you've wondered why provocations are 700m apiece, now you know. Overall, however, I must say this is a very well-done build. I'm seeing ambitious build goals, confidently met. You generally have a good grasp of the functions of your powersets and a strong familiarity with the IO system. You avoid many common pitfalls of building such as poor slot-efficiency, and the changes I can suggest to you are primarily minor optimizations. I'm always pleasantly surprised when I come into a thread expecting to explain how terrible your build is to you, only to find something that is by and large competently made. I don't think you should be coming to the forums for advice; you're probably more qualified to provide it.
  24. Zect

    Brute Build

    The build has poor defense and offense. Even SL res, the easiest res to cap, is nowhere near 90%; the complete lack of EN def and res is a death sentence in many situations, too. Ultimately, the quality of a build depends on how well it fulfills its stated goals. If the goal of this build is to provide comedy while being a dark armor brute that cannot even cap negative resist, it's a rousing success. If the goal of this build is to be a powerful, effective coh toon with formidable defenses and powerful offense, it is an abject failure.
  25. Corruption can have positive connotations when used in an ironic way, especially when you look at the kinds of people in society who go on about morality, purity, righteousness and so on. I would eagerly step up to be a corrupter of society's sexual mores; but a blaster or scrapper who is blasting hospitals or scrapping schools in a poorly justified invasion of my neighboring country, not so much. Ultimately, none of these names have ever been very accurate - or the corrupter would've been called the Best. Accept no substitutes. Nor are they very true to comic-book terminology - or the tanker would've been called the Brick (both in terms of powers and average intelligence).
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