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Everything posted by cohRock
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My stone/titan_weapons tank took Build Momentum (BM) at level 32, since I haven't yet seen the need for Granite Armor. Now having played about half a level, BM doesn't seem very useful. It's effect only lasts 10 seconds, and when playing with a group there is often too much chaos to plan the ideal time for BM. Even solo or paired, I don't see how it will be very useful. BTW, he has Tactics, so extra toHit is already part of his build. (Yes, I know BM gives 10 seconds of even higher toHit, but "meh".) Mud Pots are running, Brimstone Armor is granting extra damage, and I don't seem to need BM. Are other TW users getting effective use from BM? If so, what is your secret to making it useful? If not, I'll probably respec and take a support power like Teleport Target instead.
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I've got to spend time on an abandoned 20-ish stoner and test this stuff out. I think it was page 2 that took away the maneuverability penalty from Rooted. Now page 3 moves a not insignificant amount of resistance and defense from Granite to Stone Skin, improving all armors and not nerfing Granite's protection in the process. With the reduction in armor endurance cost, I noticed a level 50 tank was using less than 1.0 end/sec supporting the 4 non-granite toggles, Rooted, and even Tough. I'll have to re-evaluate that build and see if he even needs Tough any more. He had it in the hope of being more survivable outside of Granite. I gotta say, the prospect of having a Tier 9 that is no longer the defining element of the set sounds wonderful.
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It's just some statistics i decided to share. None of my other 50s had considered Agility due to EndMod not usually being a significant element to buff. But with Electric/Electric dominator, it is hard to imagine any other choice being better. Plus I threw in subtle cookies for those who don't know, like how good is a double-slotted power with 50+5 GIOs?
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My Electric/Electric Dominator is vet level 13. He has chosen the Alpha Agility power, which boosts EndMod, Recharge, and Defense, depending on tier. Since EndMod and Recharge buff almost every primary and secondary power, not to mention Stamina and Hasten, it seems to be a very good fit. I was curious about how much he was being buffed, so I checked it out, focusing on the aforementioned two powers. The majority of other powers didn't even have EndMod and Recharge slotted. Both Stamina and Hasten have two slots, which are filled with 50+5 generic IOs. Baseline, tier1 Agility Boost Stamina: 105.4%, with Agility adding 33% at 1/6 ignore diminishing returns Recharge: 95.9%, not yet buffed by Agility Advanced, tier3 Agility Partial Core Revamp Stamina: 114.9%, with Agility adding 33% at 1/2 ignore diminishing returns Recharge 114.9%, with Agility adding 33% at 1/2 ignore diminishing returns At tier3 he is also buffing defense powers 20% at 1/2 ignore diminishing returns. He only has three powers which benefit from this, Maneuvers, Scorpion Shield, and Vengeance. I didn't grab the numbers for these because for the build it is a minor "gravy" enhancement. I'm glad the defense buff exists, but it had no bearing on choosing Agility. When he reaches tier4 (Agility Core Paragon) the recharge boost will increase to 45%, while Recharge remains at 33% and Defense remains at 20%. All buffs will ignore diminishing returns by 2/3, though. Unfortunately, Agility has no direct effect on Domination because that is an unslottable power. Domination does benefit indirectly by the boost to Hasten, however. Also helping the global recharge is Destiny:Ageless. It is at tier4, making Ageless Radial Epiphany add a perma global recharge (of decreasing strength), at least when he remembers to click it. He also has various other global recharge boosts via set bonuses and procs.
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It's a little late to ask, since my 50 Dom just went thru the classic process of changing from Hero do Vigilante. I know there are a few missions classified as "Hero". I'm pretty sure that would exclude Rogues, but does it exclude Vigs too? Presumably the same logic will apply to missions classified as "Villains". Will Rogues be able to do those?
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The Voltaic Sentinel is a non-killable pseudo-pet that does some damage and saps foe endurance. It has a duration of one minute and a recharge, when non-buffed, of one minute. Since it is non-nameable and non-commandible, it does not show up in a player's pet window. If the player has a lot of global recharge or teamed with someone helping his recharge, the Sentinel can be ready for renewal in less than 30 seconds or less, replacing the previous one. That is a problem, because it is expensive to launch (26 base endurance), mobile, and difficult to see, especially with multiple teammates and lots of visual effects going on. As stated earlier, with no extra recharge, a new one is ready to launch at the 60 second mark when the old one de-spawns. Is there a trick to knowing when to know the old one is gone? If not, here are some ideas: Make the power ignore recharge. When the power is ready to click, you know the old one is gone. Add it to the pet window so a player can easily tell when it goes away. Allow multiple simultaneous instances from a single player. If there is enough recharge to launch every 30 seconds, cool. He'll have two of them up. It is not like they are killing machines. What do you-all think? (Since Voltaic Sentinel is available to several archetypes, I am asking here instead of an archetype forum. (Dominator, Corruptor, Defender))
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How so?
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Thanks. I see that the Lockdown set has a proc offering a chance for +2 hold, but what is the "purple hold proc"? The purple hold set (Entomb) has a proc offering chance for absorb, and other than the orange Lockdown, I can't find a hold proc in a purple sets that can go in Tesla Cage. Also, do you know the %chance for Lockdown's proc?
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My elec/elec dominator just turned 50 and was looking forward to slotting the Acendency of the Dominator set (and eventually upgraded to Superior) in Tesla Cage. The set bonuses are good (listing for Superior version; normal values are lower by about 25%): 4% global damage 8% global duration in immobilize and sleep; 4% duration in other mez powers 15% accuracy 10% recharge 5% ranged defense; 2.5% energy and negEnergy That said, the actual power enhancement offer no direct damage except for the aforementioned global damage bonus and a +damage proc. This makes the set a poor candidate for Tesla Cage, IMO. The only power I'd consider it for is Paralyzing Blast, but I only have that 3-slotted (two accs and a hold). I don't want to respec and add a two or three slots to a long recharge power, nor do I want to cripple a moderate damage power like Tesla Cage. If he had taken Chain Fences, its damage is so low that not buffing it would be acceptable, but that is the one primary power he didn't take, plus I would normally just three-slot something like that with two accs and an immob. I'd be happy if it offered a little over 50% damage, like the pet sets which offer procs for pet defense or resistance. That way the set could buff both the control aspect and damage aspect of a power. The other Dom. Archetype set is Dominating Grasp, and it likewise offers no damage to the power in which it is placed. I've pretty much decided that for a dominator, the archetype sets are lame and not worth the bother (at least with electric). Please let me know of your experience with them. Maybe there is something I am not seeing. If there are two archetype sets, why not have at least one of them buff the power's damage?
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Related question: some procs need the power to be activated before they do anything. For example, if Numina:Regen/Recovery or Miracle:Recovery are placed in a click power, they function for 2 minutes after the power is used, then stop being active until the power is clicked again. (Placing either one in Health or some other auto health power alleviates this minor drawback though.) Other procs seem to be always active, whether the power is used or not. Examples here are the pet sets with procs which offer defense or resistance to all pets. Is there some pattern to which type a proc is?
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Most survivable against just about anything is stone tank in Granite form. It's weakness is Psi damage, but with no Psi enemies he'll be gold. (.. grey actually. so grey.) He can of course use his non-Granite armors and have psi protection, but they're not as strong as Granite. They do avoid the Granite penalties, though, of less recharge, damage, and speed. Of course, those penalties exist so not everyone is running around as a stoner. There's been a lot of love above for Willpower, and it is indeed a great set. My vote for 2nd best (after Granite) is Super Reflexes, though. Not only can he super-cap the defense limits (with help from Weave and Maneuvers), he has scaling resistance. This means as his health goes down, his resistance goes up, to about 50%. Another benefit is very high defense resistance. Foe defense debuffs won't bother him very much. He also gets Quickness for increased speed and 20% recharge.
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Since he went with Scorpion Shield (defense), his only spot to put resist proc(s) will be Tough. That's why he is taking Fighting Pool; wasn't even planning on Weave because will have Maneuvers and Scorpion Shield for defense procs. Probably respec into Vengeance as you suggest as well.
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Thank you everyone for responding. He went ahead with the respec and is now level 37. He has Teleport Target (TT) and Combat Teleport instead of Combat Jumping and Super Jump. At 47 he plans on taking Fold Space. I do miss the "boingboing" of CJ but I don't feel it is essential. Actually, laying down Static Field (self-renewing sleep field) then drawing foe(s) to him with TT or Zapp (a snipe) means that he isn't moving a lot during actual battle. This will be especially nice when he has the Overwhelming Force set 6-slotted in Havoc Punch, which will grant 4 points of knockback protection. He'll be taking Tough at 44, giving some smash/lethal resist as well as a power in which to slot the two +3% defense procs. With both Maneuvers and Scorpion Shield he'll be able to slot two LotG 7.5% recharge reduction, as well as the Shield Wall 5% resist-all proc. He'll get more recharge reduction from other sets as well. For his Alpha at 50, he'll probably take Agility, which begins with an End Mod boost at tier 1. With the large majority of his pri and sec powers being slottable for end mod, he should be draining foes quite quickly, as well as boosting his own end recovery. Tier 2 will add recharge reduction to every power (including Hasten), and tier 3 will add defense, boosting Maneuvers and Scorpion Shield.
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I am very used to my guys having either Hover or Combat Jumping. But now I'm faced with no room for Teleport Target due to four other pools already active -- Leaping, Speed, Leadership, and Fighting. This is on level 25 elec/elec dominator. He was not even planning on Super Speed originally, but once he had Hasten and Combat Jumping, why not take Super Speed and slot in a Celerity:Stealth. So he did. Now he can stealth effectively, but he has no way of helping teammates get to where he stealthed. Thus taking Teleport Target is very appealing, but he has to give up something. What I am considering is giving up Combat Jumping (and eventually Super Jump) for Teleport Target and Combat Teleport. Downsides: not used to playing with neither CJ nor Hover in missions lose minor defense from CJ lose immobilize protection Upsides: gain ability to quickly teleport even while immobalzed gain one-shot worth of bonus ToHit after teleport can Teleport Target for either teammates or foes What do you guys think? I'm probably going to try respeccing into Teleport Pool, but would like to hear feedback. BTW, external to missions, the travel combo of Super Speed, Athletic Run, and Sprint is very effective. Combat Jumping adds nothing to that except minor defense, which would very seldom matter because of the effective invisibility. He's got the p2w Jump Pack for when very great height is necessary. IMO, sacrificing Super Jump for that combo would not be a loss.
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What do you think is the most even power set?
cohRock replied to Kung Fu Cow's topic in General Discussion
For protective sets, there has been a lot of Willpower love here. I'll agree that it is a great set. However, I'm going to side with the original poster about Super Reflexes (SR). While his example is a scrapper, my favorite SR experience is with tanks. very high positional defenses (damage type is almost always irrelevant) very high resistance to defense debuffs (you remain well defended even when foes are trying to lower your defenses) scaling resistance -- the lower your health, the higher your global resistance to damage If the tank doubles down on his protection with Tough, Weave, and Maneuvers, he becomes very hard to kill -- I rate it as close to the survivability of a stone tank in Granite form fighting non-psychic enemies. Well, except without the weakness to psi, the lowered damage, and recharge penalty. The downside for SR is the sheer number of toggles, causing end problems that aren't fully solved until your character has incarnate power(s) helping his end reduction. Energy Mastery: Physical Perfection is a big help too. One thing I particularly like is if your SR tank farms, you aren't limited to fire farms. Since you handle any damage type equally, you can choose any foe. Of course, people you recruit to help you tend to complain that the foes are doing non-fire damage... -
After 12 long years, Stan and Lou are back! * #32: Sharkhead Isle These are little radio plays featuring two wannabe villains, but maybe not the smartest dudes to ever encounter an Arachnos. You can find the whole set on Fishmorph's channel. (I'm glad YouTube subscriptions don't expire. 🙂 )
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Why is the Regeneration power set not available to tanks?
cohRock replied to cohRock's topic in General Discussion
I don't follow you, DG. As far as I have seen, brute damage avoidance is equal for both brutes and scrappers. What makes brutes more robust is their higher max HP, which essentially amplifies the various modes (resistance, defense, and regen). That said, I do agree that recharge is a significant factor for the regen set. Both Dull Pain (360 sec) and Instant Healing (650 sec) have long recharge times on their own. Since they are the primary in-set amplifiers of peak protection., higher recharge is a good thing. Moment of Glory is shorter (240 sec), but it only lasts 15 seconds nowadays. So having a lot of global recharge would help survivablity a lot. -
One of the protective sets not available to tanks is Regeneration. I've got two theories as to why. The first is that a regen tank would find it difficult to serve as a "damage sponge". Peak incoming damage would overwhelm his health regeneration even with the limited resistance from Resilience. If Resilience and the recharge time of Instant Healing were buffed sufficiently to handle this, the tank might become close to unkillable. (Of course a Super Reflexes tank with Tough, Weave, and Maneuvers already approaches that, but still.) The second theory is that something close to a Regen tank already exists, the Willpower tank. While there are differences between Regen and Willpower, fundamentally they share a lot in common. Does anyone know the actual reason Regen has never been ported to tanks?
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At what level did you make 6x Tier4 incarnate?
cohRock replied to cohRock's topic in General Discussion
I don't plan to make getting 6xT4 a common thing. My typical goal with 50s is 5xT3 with Alpha at T4. In the process of that goal, I may end up with enough Empryeons to make something else T4, but not as a specific plan. I have extra Empryeons because I avoid spending them on the Alpha. -
I just for the first time got a character to 6x Tier4 incarnate (specifics below). She is vet level 33. She didn't do very many incarnate trials, so she had to make most incarnate components from threads and shards. Oh, her Apha was helped by doing a Mothership raid, giving her enough Vanguard Merits to buy multiple Gra'i Matter Conversions. The only threads and Empryoens she used in achieving Alpha T4 was the initial T2 and T3. Besides that it was all shards and Notices of the Well. She didn't spend cash for any components, but she did convert 20 Astral Merits to 4 Empryeons. So, about what level do you generally expect your guys to achieve 6xT4? ShadoShot: Dark/TacArrow Blaster Alpha: Intuition Radial Paragon Judgement: Ion Core Final Judgement Interface: Spectral Radial Flawless Interface Lore: Arachnos Radial Superior Ally Destiny: Clarion Core Epiphany Hybrid: Support Radial Embodiment
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stuck on last mission (?) of Harvey Maylor's arc
cohRock replied to cohRock's topic in General Discussion
Abandoning and re-acquiring the mission worked since I ensured the hunt took place on the streets. Thank you, all. -
I would like to complete Harvey Maylor's arc against Vanessa and the Carnival. I've already fought and defeated her once as an AV. It looks like I am supposed to do it again. I picked up a mission afterward that says in [more...] Even though it is complete, Harvey won't give me a new mission, but he would allow me to autocomplete the current one. The title of the current one is "Defeat Vanessa & her servants". The mission tab neither shows the mission as complete nor states a zone to go to. What may have happened is that the hunt was not accomplished on the streets, but by doing someone else's Carnival mission. This may have confused the game logic, which might have chosen the zone where the hunt was completed as the one where the final mission would be.. Does anyone know how to do the mission? I would prefer not to auto-complete it if I don't have to.
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Nevermind, I get it. After reviewing it on a character who has the Overwhelming Force set, I see I didn't read the name of the IO well. It has 3 effects. Damage Chance for Knockdown (20%) Knockback to Knockdown So instead of being worse than the Sudden Acceleration proc I mentioned in last post, it is a lot better.
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Okay, cool. A bit confused about what your are saying. Doesn't Sudden Acceleration:Knockback to Knockdown do the same thing? I guess what is really confusing me is the IO name, "Chance of ...". If it always works, why say "chance"?
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Thanks guys. I didn't realize either Apprentice Charm (she's magic) or Electrical Net Arrow could ignite Oil Slick. Cool. I think she'll be using Bonfire as well. She's already pretty AoE intensive, so go where one's strengths lie. That said, I'm still concerned about the efficacy of Overwhelming Force:Chance for Knockback to Knockdown. Can it be relied on to at least usually avoid knockback in a long-recharge power?