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marcussmythe

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marcussmythe last won the day on August 18 2019

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About marcussmythe

  • Birthday 01/01/1004
  1. For me, COF is a given - for the debuff alone! But you have a very good point about Elec or Rad as an endgame resist armor, based purely on their strength in energy resist if nothing else. Ill probably end up with a ‘cloak of all the things/presence/vigilante/control incarnte’ approach, if only because it seems more fun than yet another (for me) resist/defense math exercise
  2. Im really curious to hear back on the soft-control experiences. Is there anything that would otherwise kill you that the soft control lets you survive? If so, what? My expectation is if it helps anywhere, it will help with the energy damage/def debuff crowd (Im looking at you, P.P.D.)
  3. Relying HEAVILY on Roy's very clever work above, I've fiddled with something to get a bit more damage out and variety in the attack chain, at the cost of a chunk of the survival he offers. My expectation is will still be tough enough for most things, but able to solo better (I dont get to team as much as I would like). Attack Cycle is going to be Gloom->Smite->Punch->Siphon->Smite for single target DPS (you could get a bit more weaving in Oblit, but its hard to juggle), or if you want to heal more, Smite->Punch->Siphon->Punch Anything good is because I ripped off Roy and learned from how he slots things, anything bad is because I tried to make it do stuff it shouldnt. 🙂 Incarnate softcap, 51% S/L, 36% F/C, 24% T/P, 18% E/N (Im worried about the E/N, should I be?) Anyway, criticism sought.
  4. Also, a note - I think some of the deep love everyone feels for Radiation (other than it being, yannow, really really good) is that its strengths play so well to endgame, specifically the energy resists. I do sometimes wonder if later released sets were designed with forethought towards endgame, and IO sets - they seem to be carefully crafted to work well with them.
  5. Reporting back in. Long Hiatus, and then spending time with other characters. Deep 30s, massive respec into a 'leveling build' that is more END stable and more offensive focused than before. Life is far, far better - the combination of resistance and heal is carrying things for now (soft controls and defense will come later), and with my end woes cured by slotting, hes a happy little wrecking ball. Attached below is an endgame 'survival' version of the build, that sacrifices all else in the name of that survival (while still being okay on offense). My leveling build will probably grown into an 'all offense' build, leaning hard into recharge, damage, procs.. Im not sure what, as Ive not wrapped my head around that design space yet. If anyone has a suggested Dark Armor/Titan Weapons Tank Build, tweaked for maximum output (via procmonster, recharge, etc. - whatever you suggest) I would love to read it.
  6. No need to apologize. Its been at least a week, I think? More than enough time for 50 with full IOs and full incarnates in the modern mileu.
  7. I counsel patience - despite the fact that the Thing I Want Most is hopefully in Page 6, Ive all the love and respect for people working for my fun in their free time, for free. And especially so when the world is on fire, and we need whatever happy distraction we can find.
  8. Way too early to have a procmonster opinion. Shes lvl 14 right now, and will be for a while yet - Im doing an ‘all contacts full bar’ run, and have alts to feed as well. Further, youll probably learn more with an hour on test or by reading Myshkin than by listening to me - Im just a filthy casual these days, and tip my hat in passing to the master-class players. That said, EM is at its strongest early, where its early attacke are reasonably competitive with other peoples, AOE isnt a thing yet, and the ability to stun a Lieutenant class baddie actually makes a real difference in your survival, so Im having a blast. Also, Ive kinda changed how I look at CoH - not as a game, with competition or ‘best’ - we all know whats best, and we can all build it if we want to bad enough - but instead as a ‘what sounds fun’ sandbox. Sure, EM still is objectively terrible - but destruction spell mages are fun in Skyrim, even if they are objectively terrible compared to Stealth Archers.
  9. If your focused on pure survival over all, I think stone probably still takes it - though at huge cost. Invuln can probably catch up with Rad on resist, while offering more DEF and DDR. You just give up all the other goodies rad gets, and will probably need to pair it with something offering a heal to finish closing the difference. Heraclea, whose opinion on all things Tank I deeply respect, considers Invuln/Dark Melee to be the go to answer. In the alternate, the Rad/Staff approach sounds like a real winner, and one I had not considered. Good advice, folks. (aside - I have not explored the design space for stacking resist on the positional defense sets. Its possible that you could pump solid resists onto the DDR capped Positional DEF capped SRs or Shields to match the resist set numbers above - though both of those sets lack the healing power of Rad Armor, so your again going begging to Dark Melee or Aid Self)
  10. Making changes/suggestions at this late stage is very difficult, as everyone is pretty deeply invested in the way things are. Any change to a powerset of a beloved character creates labor for the player, as they juggle and readjust - unless it is not just positive, but seamlessly so, without tradeoffs. And we in general react poorly to labor in our fun. Similarly, a certain type of player perceives any positive change in a powerset/AT not his own as a threat to the viability of their preferred character and playstyle. So it is thus far easier, and likely far more emotionally rewarding, to tear down others ideas than propose ones own. Something something Theodore Roosevelt. So, to the OP - a brilliant idea, and it deserves to be explored further and written up into formal proposals. The fact that these proposals will be widely panned by those invested in the way things are, and then utterly ignored by everyone with the power to do anything about them, is unfortunate and discouraging, but that never stopped us. Postscript: One wonders if the reason we see such remorseless power creep is because the developers were learning to do it better, but its easier to make a new thing than fix an old thing?
  11. Because in at least some cases, these particular powersets bring little or nothing to the table, compared to equally survivable compatriots. Most of your sets with T9 Suicide Buttons are older sets, show it, lacking damage, sustainability, or utility mechanisms present in later, better designed sets.
  12. As it offers the least AOE, no self heal or end mechanics, and no utility, I see no reason it should not be #1 in single target performance, and by a reasonable margin.
  13. Remember the pain of leveling her before, Ive elected to do a ‘full contact completion run’... set at -1, run everything, turn off XP to avoid outleveling contacts, etc. Removes all the stress from not being able to XP faster, and ties character advancement to story progression/people helped/city saved rather than to rate of minion murder. Is really relaxing. Would recommend.
  14. Thank you very kindly for the feedback! Im thinking that I would use this for an offense build - theres a tanker soul in me that hates giving up my '90% resist all damage 50%+ DEF' build that comes from keeping sets together. Ill try to get an updated version and reply for more feedback and thoughts. I really appreciate the time and energy spent on my old gal. Shes tryin to be an Issue 0 Tanker in an Issue Lots World. (EDIT) Updated with most of your suggestions, juggled some things to get more ACC. Shed some DEF, but its a RES set more than DEF, and I think I can afford to bleed some survival out of the IO side of things - worst case, Melee Hybrid pays for many holes in survival. Trying the experimentation pool for adrenal booster - if we are trying to find damage in the old set, it seems a good place to start, though I've not used Adrenal Booster before. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! H E R O I 😄 Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Leadership Power Pool: Speed Power Pool: Flight Power Pool: Experimentation Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(3) Level 1: Barrage -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(3), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7), PrfZng-Dam%(7) Level 2: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(9), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam/Rchg(11), Ags-Psi/Status(13), Ags-EndRdx/Rchg(50) Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(19) Level 6: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), ImpArm-ResPsi(21) Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(21) Level 10: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(27) Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27), ImpArm-ResPsi(29) Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(29) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 18: Invincibility -- LucoftheG-Rchg+(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-ResDam/Re TP(33), ShlWal-Def/Rchg(33) Level 20: Energy Punch -- CrsImp-Acc/Dmg/EndRdx(A), GldStr-Acc/Dmg(33), Mk'Bit-Dam%(34), GldStr-%Dam(34), TchofDth-Dam%(34), PrfZng-Dam%(36) Level 22: Fly -- Flight-I(A) Level 24: Bone Smasher -- Mk'Bit-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(36), TchofDth-Dam%(36), Mk'Bit-Dam%(37), GldStr-%Dam(37), PrfZng-Dam%(37) Level 26: Tough Hide -- LucoftheG-Rchg+(A), Rct-ResDam%(39), LucoftheG-Def(50) Level 28: Taunt -- PrfZng-Dam%(A) Level 30: Whirling Hands -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(39), SprAvl-Acc/Dmg(39), PrfZng-Dam%(40), Obl-%Dam(40), Arm-Dam%(40) Level 32: Build Up -- RechRdx-I(A), GssSynFr--Build%(42) Level 35: Energy Transfer -- CrsImp-Acc/Dmg/EndRdx(A), Mk'Bit-Acc/Dmg(42), TchofDth-Dam%(42), Mk'Bit-Dam%(43), GldStr-%Dam(43), Hct-Dam%(43) Level 38: Char -- GldJvl-Acc/Dmg(A), GhsWdwEmb-Dam%(45), GldJvl-Dam%(45), Apc-Dam%(45), GldNet-Dam%(46), UnbCns-Dam%(46) Level 41: Experimental Injection -- Mrc-Rcvry+(A), RgnTss-Regen+(48) Level 44: Total Focus -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Dmg/Rchg(48) Level 47: Speed of Sound -- Clr-Stlth(A) Level 49: Adrenal Booster -- HO:Membr(A), HO:Membr(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EndMod-I(48) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment ------------
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