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tidge

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Posts posted by tidge

  1. 6 minutes ago, Solifugo said:


    I went through your considerations, and as it is usual for answering questions, they sparked more questions; I'm sorry if this thread is kinda derailing into noob support...


    For example, "50+5" on enhancements means boosters, right? Woudn't it be logical (if perhaps prohibitively expensive) to boost everything that is compatible with boosters to 50+5?

     

    A boosted enhancement is not attuned, so unless it was of a special type (keep reading), set bonuses will not exist more than 5 levels below the base value. E.g. a 50+5 boosted piece won't contribute to a set's enhancement if you exemplar content below level 45. The special types of boostable enhancements that keep their set bonuses across all exemplarable content are:

    • "PVP" pieces, which offer an extra set of enhancement bonuses in PVP zones (in addition to offering "PvE" bonuses)
    • Very Rare/"Purple" pieces, which can't be equipped until level 50

    For PVP or Very Rare pieces that don't boost any enhancement value, they don't need to be boosted. I generally have attuned versions of the PVP pieces because I am a hoarder, and I can slot them at level 10.

     

    12 minutes ago, Solifugo said:

    Also, you have slotted your damaging powers many damage and utility procs. Am I to understand that that is kind of an optimal way to do it for damage? You get better DPS if you fill it with procs? And speaking of procs, how do procs work with, say, PBAoE powers like death shroud or combustion? The procs roll in order to trigger in each hit on each target in range of the power or does it at each 2s roll to proc on every mob in range at once? I guess it is the 1st one? Anyway, is it still advisable?

     

    Tankers have lower damage scales than other damage dealing archetypes. Generally, any attack can get to 100% boosting by picking a damage dealing set (this is without external boosts from teammates or inspirations... there is a cap for boosts). AFAIK, %damage procs do either 71.75 damage or 107.1 damage (the Very Rare pieces)... but only if (a) the base attack hits, (b) the %proc fires, and (c) the fired proc hits (based on the powers ToHit chance, not the player's ToHit chance). So generally, if the %proc rate for a power is "ok", and the power is also slotted with accuracy, chances are good that each %proc will do additional damage... so DPS can be improved if the player takes all this into account. Note that (c) exists so that "autohit" powers don't simply sit at the %proc chance.

     

    Please note that the RNG is a pseudo-random number generator that fills the RNG space between 0 and 1 "flatly", and that no matter how high the accuracy/tohit any RNG of > 0.95 will miss. The flat nature of the RNG pretty much guarantees that a power with 6 %damage pieces in it will never have all 6 %damage pieces hit. (This was "tested" by another player who didn't quite know what they were testing)

     

    Unslotters are cheap, you can always test!

     

    22 minutes ago, Solifugo said:

    I'm still a bit of at a loss over why choosing some sets over its alternatives in many cases. Why slot mocking beratement over the other taunt alternatives? The cd reduction total? You have favored gauntleted fist over might of the tanker because the absorb procs require more intensive investiment meanwhile mostly the best use for MotT would be the res proc, that you slotted on pendulum?

     

    The Perfect Zinger set a %damage piece but has no accuracy (to help with the %damage to hit)... the enhanced recharge from that set also works against the %damage piece. I happen to value +MaxEnd and global +Recharge (from Mocking Beratement) more than whatever else I can get from Perfect Zinger. There are players who skip Taunt, I won't criticize Tankers who take Taunt and only slot it minimally.

     

    Similarly, I don't prioritize the set bonuses of Might of the Tanker, but I want the %+Res(all) especially because because that Tanker is Shield primary (a Defense primary). 5/6-slotting the Tanker ATOs means that there are fewer slots for %procs, and the slotted recharge is working against the %proc rate. Everything is a balancing act! (Global Recharge does NOT affect %proc chances.)

     

    32 minutes ago, Solifugo said:

    And last but perhaps most importantly: I'm kind of at a loss over how I should gear my char while lvling. Should I make a plan on mids to define what powers I'll buy and what sets I'll use in order to know where I'll need the slots and until I'm lvl 50 just roll with SOs or can I, for example, buy a ATO set at earlier levels with merits and then upgrade it later somehow without having to buy it again? Should I only care about sets on lvl 50?

     

    For a Dark Tanker, I'd only use the default slot for the toggles and slot them with Endurance reduction. Multiple slots in Tanker primaries do very little for players below level 10. I slot attacks with Accuracy, Endurance, Damage, in that order. You can slot enhancement pieces from sets when possible. Unless you specifically want set bonuses or lots of %damage, I wouldn't over-slot attacks. I have "rules of thumb" but I try to play new (to me) power sets through solo missions to get a feel for what I need before joining teams.

  2. 12 hours ago, DrRocket said:

    Lately it seems the devs concept of increased challenge, is to increase even more Status Effect attacks on support, thus killing them faster and now the melee is challenged because they have no support. In some star content, the baddies have an un-resistable and auto hit teleport (feels like cheating to me) to them (so much for range) and drop in an intense defense debuff field (got to rub salt in the wound) and then (of course) subject their victim with spam holds from many different baddies; and then you are surprised they died almost instantly? There are those melee that arrogantly say to the unlucky support zap, learn to play the game, but truthfully what is there to learn from completely arbitrary activities?

     

     I'm not buying what your selling, but I have a different perspective about Controls (hard/soft) and a different imagination about how the Live devs perceived them.

     

    Originally, on Live it definitely seemed to me as if the devs thought that players being able to control mobile enemies was something like an "auto win". So many control powers had recharge times, accuracy, endurance costs, levels of availability, etc. baked into them... mostly ignoring that controlling enemies wasn't the same as defeating enemies. Pre-ED kinda was a way around this... but I think this was just one more thing that motivated ED. There was another round of dev panic when PvP was introduced, because some 'controls' that had been mostly ignored turned out to be PDGood in PvP (Stuns).... I write this just to point out that in-game, controls have always been viewed from many perspectives.

     

    On the flip side... and this is where I think my perspective is somewhat unusual... some of the players felt that their characters were too easily victimized by enemies with controls, and so later in the game's life certain ATs ended up getting (IMO, disproportionate) attention to make playing those ATs easier... specifically Blasters, which can cast T1/T2 attacks while controlled, plus all have sustains for endurance, plus have much improved nukes (over Launch). I sorta feel that if Blasters didn't have it so relatively easy (compared to other ATs) and the original toggly/inherent ways for certain armors to shrug off controls (and keep in mind, players no longer detoggle most powers when controlled) , then there would be a more even appreciation of what is happening with critter controls.

     

    I write the above to explain my opinion is not that the Homecoming Devs are specifically trying to drive a sort of "trinity" style play in Hard Mode, it's more that they've got an uphill battle to make a hard mode given what exixts in the game (ToHit, Damage, Healing, Controls).

     

    I don't think it would make sense (or be popular) to remove status protection from armors, or strip Blasters of their inherents, or nerf the effects of Domination.

     

    13 hours ago, DrRocket said:

    ... the baddies have an un-resistable and auto hit teleport (feels like cheating to me) to them (so much for range) and drop in an intense defense debuff field (got to rub salt in the wound) and then (of course) subject their victim with spam holds from many different baddies; and then you are surprised they died almost instantly? There are those melee that arrogantly say to the unlucky support zap, learn to play the game, but truthfully what is there to learn from completely arbitrary activities?

     

    I had proposed in the past to give support types some status effect protection, since range can help in some very minor and inconsistent way and melee may do their job of protecting them (not something to take to the bank), so I noticed a trend as such Tank 12 protection, scrapper 8 protection, thus I suggest support 4 protection; it is something - not as dramatic as the tank or as solid as a scrapper. But at least a compensation for the abusive use of holds.

     

    There are enough different things here to parse that I'm not sure I could dive in... if Homecoming didn't make it so easy for so many players to get enemies to the point where many of the enemies only hit players 5% of the time, I'd be more open for more of the squishy ATs to get some of the love that Blasters got (either T1/T2 casts while controlled, improved "nukes", but these are slippery slopes). Homecoming also made it easy for players to get powers like Rune of Protection... a power that had to get 'nerfed' because it was simply too good.

     

  3. 24 minutes ago, srmalloy said:

    The problem is that it doesn't allow a character to fly; it forces them to fly. You don't get the option; if someone has Group Fly on, and you're within the area of effect, you will be flying. That's what the option from Null addresses, and changing Group Fly to make what it does more manageable is what this thread, and the others going back to Live, is about.

     

    I'm referring to the player that TAKES Group Fly, not an ally affected by it. No other toggles (aside from Group Fly) is needed to achieve lift-off.

  4. I skipped Soothing Wave, considered adding it as a late-build power, considered adding it to a second build, and I still don't have it.

     

    Generally: I find Ally Heals to be a somewhat mixed bag for 2024 CoX. I don't want to yuck on anyone's yum or explore the precision calculus of role-diversity for hard mode, so please recognize this is my general attitude.

     

    However: I feel that enemy debuffs always deserve a look! Reducing enemy damage by 12% should be pretty good! However, it needs to hit enemies, and the duration is 10 seconds, with a similar short base recharge time. I can believe there is an opportunity for some clever slotting (especially if any %procs can help teammates), but I'm thinking minimal Accuracy/Heal and pass on trying to get juicy healing set bonuses from it.

     

    I considered taking it late, but I didn't really have slots for it and my 32+ powers were pretty much dedicated to mules for enhancements. The easy change from my Controller build would be to swap out the level 41 Unleash Potential (2 slots) but I selfishly want that power because the modern 2024 game is so unpredictable in getting healing or buffs (from other players)! Ironic or not, you decide!

     

    I can see arguments for having Soothing Wave, but I haven't seen one to convince me to take it.. except as part of a "total support" build.

     

  5. 1 hour ago, Ukase said:

    I do appreciate the sharing of appropriate uses. I just tried it out on the spelunker mission. Now, I just need to figure out if it's worth getting this accolade at level 10 and the more efficient way to do that. 

     

     

    The "complete alignment" requirement would either make it very difficult, very wasteful, or both.

     

  6. On 8/26/2024 at 8:46 PM, Glacier Peak said:

    With this change, the Flight Power Pool would have three powers that make the player Fly.

     

    Hover, Fly, Group Fly.

     

    I don't understand this point. Currently IIRC Group Fly already allows a player character Flight. (It's not great, but it does)

     

    Before I proceed, I want to note that I have no problems with the way Group Fly works. I am unconvinced that there is any measurable amount of suggestions to change it that don't derive from a player who either didn't know how to turn it off (via Null the Gull), didn't remember to turn it off (if it upsets them) or resented having to turn it off.

     

    Frankly, the three powers that all offer some form of "flight", plus a power that adds "control" and "speed" is one of the things that I find odd about the Flight pool. From a historical context, I can understand why the pool is the way it is, but that doesn't mean I feel good about it it. I think the issue with the Flight pool is more subtle than players feeling griefed about Group Fly.

     

    My understanding of the historical context is that the original Devs were worried that if Fly was "too good" that there would be a very strong preference among players to take the Flight pool over all other travel powers. Part of this is simply navigating zones, part of this is a concern that "hover-blasting" would make the game "too easy". As a result, side from a somewhat common circumstance of including an attack power in the pool  (Air Superiority), the first available flying power (Hover, a toggle) is pretty much most valuable on instanced maps as it is generally harder to "hover blast" on typical maps, and the complete lack of flying speed is less noticeable. Fly (another toggle) was established as the set's "travel power", with the (my choice of words) gimping of "control" (unless Hover is also toggled on) and travel speed (see original compromise/fear among travel pool options above). 

     

    Group Fly is yet another toggle... it hasn't been helpful to (other) PCs for a long time (travel powers can be picked sooner, temp flight powers have long existed) but remains useful for henchmen/pet ATs. Evasive Maneuvers is a fourth toggle that mitigates (somewhat) the gimping (my word) of Fly (one of those other toggles) in terms of control and speed.

     

    TL;DR: Four toggles is too many! As a practical matter, if a player is running the flight pool (with or without Group Fly) at least three powers must be toggled on to get the full benefits of what Flight offers, with a fourth toggle for Group Fly. On the surface this may not seem completely unreasonable, but with so many other travel powers offering combinations of travel effects (superspeed, teleport, flying) with a single toggle... it strikes me as lackluster that Flight requires as many as four toggles and all it gets is an occasional Afterburner.

     

    These toggles take up shelf space in the trays! My own suggestion? Make Evasive Manuevers an auto power (no endurance cost), and make it selectable starting at level 20.

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  7. 3 minutes ago, Gravitus said:

    That much I am aware of but being a perfectionist i want the actual data so i can have no "fat" on my toons. 

     

    It is going to vary based on the AT, the power choices, and the content you intend to play.

     

    I can disclose some personal biases:

    • I try to avoid using Hasten, preferring instead to have global Recharge bonuses from enhancements.

    A dedicated "min-maxxer" will likely have only enough (hardest hitting) attacks to maintain a single attack chain, often by leveraging global recharge (with Hasten) and attacks like T9s. I often build with a variety of attacks to get set bonuses and not sweat about exemplaring or mixing up attack chains.

    • I try to build for AoE fighting against x8

    I like reward drops, so I try to "maximize defeats". Generally this means I run solo only at +0/+1, and so I'm not trying to maxmize the "even level defense soft cap of 45%". and so...

    • I typically try to build ATs with multiple "survival mechanisms" so I can stay in the fight against x8/+4

    This will depend on the AT, and what tools they have available. For squishier ATs, I consider a self-rez to be a survival mechanism! I'm the kind of player that absolutely does not mind "spending the green bar" to finish content in as little time as possible. I have a few Tanker builds that could have MOAR of something (resistance, defense)... so not maximized"... but if I'm mentally engaged those characters never get to 0 HP. Was this me "minimizing" something? Maybe my investement in slots... but other players may prefer to "minimize" how much attention they want to spend in combat.

     

     

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  8. 4 hours ago, Snarky said:

    the OP wants a "guaranteed" opportunity for a player to be able to fix anything incoming.  So, no 2 shots, no mez then dead, no need to have a brain, use tactics, plan, no chance to lose.

     

    Fair point! It certainly seems to me that the OP wants to face a very limited amount of content (AVs, GMs) without using anything like strategy (e.g. Imma take a Defender into melee against an AV, and stay there) solo or in teams, and possibly without consideration for building and/or slotting their character. As other players are perfectly able to team their under-build ATs against the same content on teams without face-planting, and other players are able to solo that sort of content, the original post strikes me as the sort of proposal that literally has no lower limit on the ask to "make this game easier, hmmokay?" as players could always try to play worse and/or against all sorts of other content.

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  9. Hot Take: Min-Maxing "Stats" and using %damage procs are somewhat in opposition, as set bonuses are generally the way to hit "stat caps", and franken-slotting with %damage procs is the way for many (but not all!)  ATs to maximize damage.

     

    There are common globals uniques (some of them are non-damage %procs) that will be recommended by most everyone, some fraction of those are better for some ATs than they are for other ATs. I know other folks like listing them, so I'll leave it to them.

     

    Within ATs, there are different things that are work "maximizing for the minimum"... especially when it comes to the Armor primary/secondaries.

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  10. 2 hours ago, Solifugo said:

    Also, if I may, I'm having some noob questions, like... What is the difference between "healing" and "accurate healing" sets? Accurate ones are supposed to be used amongst "life leeching" powers like dark regeneration, that may miss?

     

    AFAIK: Accurate Healing sets can only be slotted into sets that require ToHit checks, whereas (I believe) Healing set pieces can be slotted more liberally. You have sussed it out: when you want a power to succeed in hitting an opponent, Accuracy will be desired. Slotted accuracy is also important for %proc chances, and as Dark is a very Endurance hungry armor, I recommend the Theft of Essence piece as well. If you will be tanking against significantly higher-level enemies, it might not be a bad idea to replace (from my suggestion) one of the %damage pieces with a level 50+5 Multi-Strike Accuracy/Endurance piece.

     

    2 hours ago, Solifugo said:

    Also, sets like art of the gladiator (that has a unique IO) can only be completed once, right? I guess unique sets are all a tier above and are desirable as priorities?

     

    The game won't allow you to slot more than one of any "unique" piece. I often have the %-Res from Fury of the Gladiator in an attack to improve damage done by allies (against enemies that I am tanking).

     

    PVP, Winter, ATO and Very Rare sets will keep whatever set bonuses they offer no matter how low (well, as low as level 7 I think) a player scales down. Generally I find the the Very Rare/Purple set bonuses better than set bonuses offered by other choices, but not always. Winter and ATO can be made into a "superior" set, which offers better set bonuses than non-superiod versions. The enhancement of attribute values of Superior ATO and Superior Winters is IIRC the same as a boosted level 50+5 version from any other set.

     

    A single Superior Winter ATO for Accuracy/Damage (for example) offers the same benefits as an uncommon Accuracy/Damage piece at a boosted 50+5. Non-combined Hamidon/D-syncs (level 50) are roughly at the level of a 50+5, combined (levels 51 thru 53) exceed 50+5s. This might explain my recommended slotting for Cloak of Fear (which has a terrible base Accuracy) should you decide you want it... I only take it for flavor, as it is one of the more obvious Dark Armor toggles... but most builds are perfectly fine without it, and possibly better depending on which other power is taken and how the extra slot is used.

  11. 12 hours ago, Psylenz0511 said:

    Do players not put shifting tides on allies?

     

    I'll apply Shifting Tides to allies (or melee henchmen) but it detoggles if the caster is far from the recipient, such as by going through an elevator.

     

    52 minutes ago, Hedgefund said:

    I just did a test with Gaussian's BU proc in this power and didn't see it fire off once.  It's possible I wasn't monitoring something correctly.  Does anyone have hands-on, empirical evidence (plz no "well it should..." responses) that the BU proc works and who does it effect, friendly entities within the tide?  The player?  I monitored both my MM pets and myself.

     

    I tried this slotting. The nature of the power is such that I expected that it might proc on cast, but once it is on a target I don't think it will ever affect the caster. I never observed the Build Up on my caster... and after seeing how Whitecap has a slightly wonky timing with %damage, animation, and subsequent effects I wouldn't be surprised if Shifting Tides won't ever trigger the Build Up for the caster.

     

    I meant to do some testing on a pet (I have a Plant/Marine Controller) to see if a pet (or ally) with Shifting Tides applied would occasionally get the Build Up, but I never got around to it, as my single pet would not benefit that much from it and I found dedicating slots to %damage was working reliably enough that occasional Build Ups on the Fly Trap would do nothing for my clear times.

  12. I have used both the primary and secondary, but not together.

     

    For Dark, I suggest building for 14 points of KB protection via set bonuses and uniques. You could probably get 13 with Axe, which would be fine for most content. I recommend 3-pieces of Gladiator's Armor (for 3 points) 3-pieces of Fury of the Gladiator (3 points, this is a set you could slot in both Death Shroud and Axe Cyclone) and then uniques. If you went all in and got over 20 points (3+3+3+4+4+4), you wouldn't have to worry about FREEM!.

     

    I don't think Death Shroud will be as impressive as you hope, you will have to judge.

     

    As for pools, I would not pick either Sorcery nor Speed. I like Force of Will for Tankers:

    1. Excellent travel power
    2. single-target debuff (resistance, defense, ToHit) that requires minimal slotting
    3. AoE Cone that likes %damage (good for Tankers)
    4. You should not need Unleash Potential, but if you want a backup survival tool that doesn't rely on enemies it might be a good idea (depending on what you intend to tank)

    I'll cut and paste from two different tankers to give you an idea of how I would start this build... making adjustments for slots and uniques as necessary.

     

    The Dark slotting from one of my Tankers:

     

    Spoiler

    Level 1:                 Dark Embrace   

     (A) Gladiator's Armor - End/Resist: Level 50+5

     (*) Gladiator's Armor – Resist: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All)

     (*) Steadfast Protection - Resistance/+Def 3%

     (*) Steadfast Protection - Knockback Reduction (4 points)

     

    Level 2:                 Murky Cloud     

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - +Max HP

     

    Level 8: Dark Regeneration         

     (A) Touch of the Nictus - Accuracy/Endurance/Recharge

     (*) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration

     (*) Touch of the Nictus - Chance for Damage (Negative)

     (*) Scirocco's Dervish - Chance for Damage (Lethal)

     (*) Eradication - Chance for Damage (Energy)

     (*) Theft of Essence - Chance for +Endurance

     

    Level 10:              Obsidian Shield

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     

    Level 12:              Cloak of Darkness           

     (A) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Shield Wall - Defense: Level 50+5

     (*) Kismet - Accuracy +6%

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Luck of the Gambler - Recharge Speed

     

    Level 18:              Death Shroud   

     (*) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Accuracy/Damage/Endurance/Recharge: Level 50+5

     

    Level 35:              Cloak of Fear      (skip this if the build is tight)

     (A) HO Lysosome (Acc/-ToHit/-Defense): Level 53

     (*) Nightmare - Accuracy/Endurance: Level 50+5

     

    Level 47:              Soul Transfer     (not really needed, but Dark can collapse in a hurry)

    (A) Scirocco’s Dervish - Chance for Damage (Lethal)

     

    My /Battle Axe slotting (offense and Force of Will)

     

    Spoiler

    Level 1:                 Chop    

     (A) Hecatomb - Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50+5

     (*) Hecatomb - Chance of Damage (Negative): Level 50

     (*) Hecatomb - Damage: Level 50+5

     

    Level 4:                 Gash     

     (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

     (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

     

    Level 6:                 Mighty Leap       (Dark needs the unique 4 points of KB here)

    (A) Blessing of the Zephyr (Travel/Endurance): Level 50+5

     

    Level 8:                 Weaken Resolve              (skip the %damage if you need the slots elsewhere)

     (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

     (*) Shield Breaker - Chance for Lethal Damage

     (*) Touch of Lady Grey - Chance for Negative Damage

     

    Level 16:              Taunt   

     (A) Mocking Beratement - Taunt

     (*) Mocking Beratement - Taunt/Recharge

     (*) Mocking Beratement - Taunt/Recharge/Range

     (*) Mocking Beratement - Accuracy/Recharge

     (*) Mocking Beratement - Taunt/Range

     (*) Mocking Beratement - Recharge

     

    Level 20:              Pendulum          

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage

     (*) Armageddon - Chance for Fire Damage

     (*) Perfect Zinger - Chance for Psi Damage

     (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

     (*) Explosive Strike - Chance for Smashing Damage

     

    Level 22:              Wall of Force      (If Endurance is ok, which is unlikely for Dark, replace the Acc/End/Rech with Accuracy IO 50+5)

     (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Explosive Strike - Chance for Smashing Damage

     (*) Positron's Blast - Chance of Damage (Energy

     (*) Bombardment - Chance of Damage (Fire)

     

    Level 28:              Axe Cyclone       (I would add the third piece of Fury of the Gladiator here if necessary)

     (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Chance for Res Debuff

     (*) Eradication - Chance for Energy Damage

     (*) Perfect Zinger - Chance for Psi Damage

     (*) Obliteration - Chance for Smashing Damage

     (*) Explosive Strike - Chance for Smashing Damage

     

    Level 30:              Cleave 

     (A) Armageddon - Damage: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Damage/Endurance: Level 50+5

     

    Level 32:              Build Up              

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (A)Recharge Reduction IO: Level 50+5

     

    Level 41:              Unleash Potential            (used as a mule for this character, add recharge to taste)

     (A) Preventive Medicine - Chance for +Absorb: Level 50

     

    My thoughts on Health/Stamina slotting for Dark Tankers

     

    Spoiler

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance

     (*) Numina's Convalescence - +Regeneration/+Recovery

     (*) Numina's Convalescence - Heal                 (Numina's 2-piece set bonus is very good for Tankers)

     (*) Miracle - +Recovery

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Power Transfer - EndMod

     (*) Power Transfer - Chance for Heal             (Power Transfer's 2-piece set bonus is very good for Tankers)

     

    There won't be many slots left to do much "clever" with epic/patron pools. I'd just go for Defense Mules (Concealment) to hold the Karma KB protection piece and/or LotG Def/Recharge uniques.

     

  13. 20 minutes ago, Luminara said:

    That is his modus operandi to a tee.  He's been campaigning to have enemy damage nerfed since he started posting on the old forums in 2006, and it's always gone down this way.  And it's not because he engages in bad faith arguments, he actually believes there's a problem, but because the "problem" is his concept builds which are incapable of performing above -1/x1, slots them in the most abysmal ways, the self-defeating tactics he uses and his denial that the problem is on his end.

     

    I feel like the "self-defeating tactics" doesn't get enough air time.

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  14. 8 hours ago, Bionic_Flea said:

    After buffing, I drop a Tide Pool, target boss, Shifting Tides, Tidal Forces, Whitecap, Geyser.   That has you (and team) buffed, enemies debuffed and knocked down, tide frenzy active, and you in melee.  You can stay there or drop back.  Tough bosses or second boss in group can be hit with Brine.  Note that initially starting with Tide Pool and Shifting Tides does NOT alert enemies UNLESS you put procs in them, including ANY Incarnate Interface power.

     

    On my Controller, when I'm thinking about a setup, I will typically:

    1. Drop a Tide Pool under a Boss
    2. Shifting Tides that Boss (I have %damage in Shifting Tides), this is my "anchor"
    3. Whitecap into the Boss (I also have %damage in Whitecap)
    4. Start applying Brine as necessary/mixing up the debuffs/controls/damage.
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  15. Because no one asked, I'll share what I typically do with my blue-siders vis-a-vis alignment switching!

     

    I try to do some blue alignments in the level 20-30 range, as they offer a variety of badges (including Desdemona and Maelstrom)

     

    I'll usually wait until level 35+ (most often 40+) before switching to redside to

    • Unlock Patrons (and if 45+ unlock LRSF)
    • Collect High Pain Threshold accolade ("Unbroken Spirit" is trivial if the character has Life Insurance from level 41-44 Safeguard/Mayhem)
    • Do the tip to unlock Mortimer Kal as a contact
    • Collect some badges (e.g. "Shady") necessary for "Portal Jockey" accolade
    • Occasionally, if I have prepped "Bloody Hands" I'll do the "Invader" accolade arc

    There is a lot of fun red-side content of course! There are a variety of red-side alignment missions that offer a variety of critters necessary for defeat badges (just like blue side, but some variety)

  16. The Cimerorans are often how players get introduced to the idea of Defense Debuffs and "Cascading Defense Failures".

     

    I can't quite recall what I did with my Bio Stalker in Cimerora, except that I was leaning hard on the Bio Armor's PBAoE for offense, in addition to the more classic things like Absorb.

  17. 18 hours ago, Donin said:

    So CotMM, i see a lot of builds that use sovereign right and expedient reinforcement over CotMM.  are those just considered better or is CotMM just terrible?  most still use Mark of Supremacy (or superior).  is there a better choice between them?

     

    [...]

     

    on that note, are there other AOs that are just so bad they shouldnt be used?  the general builds i have for my blasters and defender both use both sets, but im a little curious overall if those and others are "bad".

     

     

    Generally, for my MMs, I 4-slot Command of the Mastermind, and 2-slot (three times) Mark of Supremacy. This give 4 of 5 allowable 10% global Recharge bonuses for MMs (for the superior versions)... and they are decent buffs (equivalent to 50+5 IIRC) for the henchmen.

     

    After this, as @Maelwys wrote: the "aura" uniques for boosting the nearby henchmen's defense (especially, but resistance can be good too) are important.

     

    Expedient Reinforcement is a bit of an outlier for MMs IMO. The unique is a resist aura, which may or may not be useful for some henchmen. I write this only because for some MM primaries (and secondary choices) the henchmen may already be at resistance caps, and so exceeding the caps yields marginal improvements for almost all content. The 4-slot bonus for Expedient Reinforcement is another global recharge bonus, albiet only 6.25% for levels 25+, and there are two /Recharge pieces in the set... so a power like Gang War could take 4-pieces of this set I suppose.

     

    As for other ATs besides MMs... I typically use some of the ATO in all classes (I don't play Brutes, but some of the Brute pieces are less than useful). I don't go out of my way on Controllers to use Overpowering Presence because (a) the set bonuses are mediocre, MMV and (b) usually I can find an alternative piece (like a Hami/DO or Purple) that enhances whatever power better... this really depends on what I am doing with a Controller build. Some ATs don't get as many powers that can accept ATOs as others. For example, Blasters can typically slot ATO in most of (both) their primary and secondary attacks. ATs that only get attacks in the primary or secondary have fewer options.

    • Like 1
  18. My Plant/Marine has made it to level 50, here is the build, first an attempt at plain text:

     

    Spoiler

    Surf n’ Turf

     

    Level 50 Mutation Controller

    Primary Power Set: Plant Control

    Secondary Power Set: Marine Affinity

    Power Pool: Force of Will

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Fighting

    Ancillary Pool: Dark Mastery

     

    Villain Profile:

    ------------

    Level 1:                 Strangler            

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

     (*) Gladiator's Net - Chance of Damage (Lethal)

     (*) Unbreakable Constraint - Chance of Damage (Smashing): Level 50

     

    Level 1:                 Shoal Rush

     (A) Tempered Readiness - Accuracy/Endurance: Level 50+5

     (*) Ice Mistral’s Torment - Chance of Damage (Cold)

     (*) Impeded Swiftness - Chance of Damage (Smashing)

     (*) Shield Breaker - Chance of Damage (Smashing)

     (*) Touch of Lady Grey - Chance of Damage (Negative)

     

    Level 2:                 Roots   

     (A Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50

     (*)Superior Overpowering Presence - Accuracy/Mezz: Level 50

     (*) Trap of the Hunter - Chance of Damage (Lethal)

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Javelin Volley - Chance of Damage (Lethal)

     

    Level 4:                 Toroidal Bubble

     (A) Steadfast Protection - Resistance/+Def 3%

     

    Level 6:                 Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     (*) Blessing of the Zephyr - Travel/Endurance Reduction

     

    Level 8  :               Seeds of Confusion       

     (A) Cacophany - Chance of Damage (Energy)

     (*) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50+5

     (*) Coercive Persuasion - Confused/Recharge: Level 50+5

     (*) Coercive Persuasion - %Contagious Confusion: Level 50

     (*) Coercive Persuasion - Accuracy/Recharge: Level 50+5

     (*) Coercive Persuasion - Confused/Endurance: Level 50+5

     

    Level 10:              Whitecap           

     (A) Multi-Strike - Accuracy/Endurance Reduction: Level 50+5

     (*) Multi-Strike - Accuracy/Damage/Endurance Reduction: Level 50+5

     (*) Armageddon - Chance of Damage (Fire): Level 50

     (*) Scirocco’s Dervish - Chance of Damage (Lethal)

     (*) Eradication - Chance of Damage (Energy)

     (*) Explosive Strike - Chance of Damage (Smashing)

     

    Level 12:              Project Will

     (A) Apocalypse - Damage/Recharge: Level 50+5

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50+5

     

    Level 14:              Wall of Force    

     (A) Accuracy IO: Level 50+5

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Explosive Strike - Chance of Damage (Smashing)

     

    Level 16:              Tide Pool            

     (A) Endurance Reduction IO: Level 50+5

     

    Level 18:              Vines   

    (A) Superior Will of the Controller - Accuracy/Mezz: Level 50

     (*) Superior Will of the Controller - Mezz/Recharge: Level 50

     (*) Superior Will of the Controller - Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50

     

    Level 20:              Brine    

     (A) D-Sync: Siphon (Accuracy/Heal) Level 51

     (*) D-Sync: Siphon (Accuracy/Heal) Level 51

     

    Level 22:              Carrion Creepers            

     (A) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50+5

     (*) Gravitational Anchor - Accuracy/Recharge: Level 50+5

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Ice Mistral’s Torment - Chance of Damage (Cold)

     

    Level 24:              Shifting Tides

     (A) Positron’s Blast - Accuracy/Damage/Endurance Reduction: Level 50+5

     (*) Annihilation - Accuracy/Damage/Endurance Reduction: Level 50+5

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Javelin Volley - Chance of Damage (Lethal)

     

    Level 26:              Fly Trap               

     (A) Expedient Reinforcement - Accuracy/Recharge

     (*) Expedient Reinforcement - Accuracy/Damage

     (*) Expedient Reinforcement - Accuracy/Damage/Recharge

     (*) Expedient Reinforcement - Endurance/Damage/Recharge

     (*) Shield Breaker - Chance of Damage (Smashing)

     (*) Touch of Lady Grey - Chance of Damage (Negative)

     

    Level 28:              Barrier Reef      

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 30:              Power of the Depths     

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 32:              Combat Jumping             

     (A) Kismet - ToHit +6%

                   

    Level 35:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     

    Level 38:              Murky Cloud     

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance/Endurance

     

    Level 38:              Unleash Potential     

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 44:              Boxing 

     (A) Crushing Impact - Accuracy/Damage: Level 50+5

     

    Level 47:              Tough  

    (A) Gladiator's Armor - TP Protection +3% Def (All)

     

    Level 49:              Weave

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

     

     

    Level 1:                 Brawl   

     (A)

     

    Level 1:                 Sprint   

     (A) Stealth Unique

     

    Level 2:                 Rest      

     (A) Interrupt Duration IO

     

    Level 2:                 Swift    

     (A) Run Speed IO: Level 50+5

     

    Level 2:                 Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2:                 Health 

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

    Level 2:                 Stamina              

     (A) Performance Shifter - Chance for +End

     (A) Performance Shifter - EndMod

     

     

    Saved Build:

    build-Plant-Marine.txt

     

    WARNING! This is a selfish, %proctastic build for solo play! I think this build may have the most %damage I've ever put into a single build. It plays just fine for teams, but I'll reconfigure a second build for better team support. There are a couple of team powers (healing!) missing, and I'd want different slotting for almost all the powers. I'd likely also move Combat Jumping up in the build.

     

     

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  19. On 8/22/2024 at 11:24 AM, Greycat said:

    I keep expecting a suggestion for a new GM with some of the Water based powers from the title.

     

    I'm fearing the day we get an enemy group that uses Marine Affinity. <- Fears were manifested during a Positron 1.

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