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Without_Pause

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Everything posted by Without_Pause

  1. I'm going to add on a couple builds, but if anyone is on this morning, I'm up for teaming.
  2. To be fair, only two attacks would look odd for MA.
  3. Do you even Brute, Bro? 😛
  4. Cross Punch and Spring attack would be auto adds for me on a MA character. Sub out Thunder Kick to add in Boxing/Kick to get the dual bonus on CP as well.
  5. My previous post still stands.
  6. I only have done one build with IOs, but one of the biggest takeaways is due to increase of survivability you can focus more on damage.
  7. Dual box and see how much I like the build. I don't factor in waiting for IOs to save it. If it's fun, it stays. To add, why not the Test server? I'm going to do that anyway. Doing something on the Test server is slowing me down.
  8. The difference between a common IO build and an end game build is significant. End game meaning Incarnates and IO sets. I had a build add in a budget version of IO sets and it felt like it flipped a switch based on that alone.
  9. FYI, IO crafting cost goes up based on the level of the IO. Two level 50 IOs can be close enough to three lower levels to where there is no real need to slot three of them. More so if you enhancement boost them. DO NOT use an all common IO build with enhanced IOs. You want them for a build with IO sets and just a few token common IOs in something like Hasten. Have a character earn the level 25-30 common IOs badges. Slot those into builds once you hit 22. Using SOs is wasting money. I tried converting the build over to common IOs as that built, to be frank, is a mess, but I ran out of slots, so I'll let someone with better experience with /dev chime in with advice. Case in point, slot attacks with end reduction. There might be one power in all of the game I would slot for range. Maybe. As long as an attack takes acc, slot acc. 1 for single target, 2 for multi-target. Single target for me is slotted 1 acc, 1 end, 3 damage, 1 recharge. Early attacks can go with 5 slots skipping the recharge. Multi-target attacks get a second acc and skip on recharge. I would switch over to to a proper common IO build, work on the four stat boosting accolades, and going full incarnate. Doing that is far more straightforward than finding and affording a IO set based build depending on the budget. https://hcwiki.cityofheroes.dev/wiki/Hero_Accolade_Badges
  10. I haven't played it, but the most consistent complaint is the lack of Insight working in a satisfactory way. It would be nice if their T7 wasn't a ST Confuse. It could be made to open earlier and have something more fitting in its place, or be an AoE, or really just anything better. Hell, just for the sake of countering it being resisted so hard at times, a damage aura wouldn't be a bad idea. Not really ground breaking since Rad has one.
  11. On a super basic level, you don't need to slot for taunt unless you slotting the actual Taunt power. Hover gives a very low return on defense so those slots are essentially wasted. There's no real reason to slot it for end either. You would save much more end on slotting your attacks for it. Your attacks are criminally under slotted in general. You slot for side effects in attacks when there's little to no reason to do so. Shin breaker should be slotted 1 acc, 1 end, 3 damage, 1 recharge. 3 level 50 IOs is overkill due to the ED cap. Two level 50s will be close enough and you can enhancement boost the two to be the same as three IOs of lower level, see Hasten. I would not do enhancement boosters on an all common IO build though. Higher level IOs cost more to craft, near half a million as a base, so you are essentially wasting currency to slot as you did. I slot level 25s until I do IO sets and I have the crafting badge so I get a discount on top of being cheaper than using level 50s. This is a cleaned up version of my Claws/wp brute using common IOs. I'm sure I could nitpick it, but at least it is a general idea. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Without Pause: Level 50 Natural Brute Primary Power Set: Claws Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Strike -- Acc-I(A), EndRdx-I(3), Dmg-I(11), Dmg-I(11), Dmg-I(13), RechRdx-I(13) Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(3), Heal-I(15), ResDam-I(17), ResDam-I(17), ResDam-I(19) Level 2: Slash -- Acc-I(A), EndRdx-I(5), Dmg-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(23) Level 4: Mind Over Body -- EndRdx-I(A), ResDam-I(5), ResDam-I(7), ResDam-I(9) Level 6: Spin -- Acc-I(A), Acc-I(7), EndRdx-I(23), Dmg-I(25), Dmg-I(25), Dmg-I(27) Level 8: Follow Up -- Acc-I(A), Acc-I(9), Dmg-I(27), Dmg-I(29), Dmg-I(29) Level 10: Indomitable Will -- EndRdx-I(A) Level 12: Super Jump -- Jump-I(A) Level 14: Fast Healing -- Heal-I(A), Heal-I(15), Heal-I(31) Level 16: Rise to the Challenge -- EndRdx-I(A), Heal-I(31), Heal-I(31), Heal-I(33) Level 18: Focus -- Acc-I(A), EndRdx-I(34), Dmg-I(34), Dmg-I(36), Dmg-I(36), RechRdx-I(36) Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(33) Level 22: Kick -- Empty(A) Level 24: Tough -- EndRdx-I(A), ResDam-I(33), ResDam-I(34), ResDam-I(37) Level 26: Eviscerate -- Acc-I(A), Acc-I(37), EndRdx-I(40), Dmg-I(42), Dmg-I(42), Dmg-I(42) Level 28: Heightened Senses -- EndRdx-I(A), DefBuff-I(37), DefBuff-I(39), DefBuff-I(39) Level 30: Weave -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(40), DefBuff-I(40) Level 32: Shockwave -- Acc-I(A), Acc-I(43), EndRdx-I(43), EndRdx-I(43), EndRdx-I(45), EndRdx-I(45) Level 35: Assault -- EndRdx-I(A) Level 38: Maneuvers -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(46), DefBuff-I(46) Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(48), EndMod-I(48) Level 44: Tactics -- EndRdx-I(A), ToHit-I(45) Level 47: Physical Perfection -- Heal-I(A), Heal-I(48), Heal-I(50), EndMod-I(50), EndMod-I(50) Level 49: Combat Jumping -- Jump-I(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) ------------
  12. If you were the only other character around, then that makes sense. I don't think in a group situation and more so with a brute or tank it is really going to matter. I pretty much have to jump ahead of them to generate unnecessary unwanted aggro.
  13. I suck at being on super teams, but I did roll one for Tanker Tuesdays. It is the same time as the Plant super group as well, so plays might be very hit and miss.
  14. I have three super teams of interest if I add this one in. I only got to finally team with one last night as my wife's schedule isn't stable so it is difficult to say when I can game, or I would have put more effort into a Time based SG. Plus, wife > CoH. 🙂 I'm on Excelsior, but I can server transfer a defender over as needed. I have a lowbie Time/dp as I haven't really tried DP and I haven't gotten a Time character to 30 or much after it. Is there a channel for this group?
  15. +1. Ill without pets is going to leave one with a bad experience. My Ill/emp from live had little issue with aggro due to the pets, and I play aggressive. Mind/emp is a good backup. A defender is going to have attacks which will in turn generate more aggro towards you as that seems to be a primary issue for you. This could lead to more of a "healer" type of build and well, screw that meta. Healers are for WoW. 🙂 On a steamrolling team, your heals will get less use so might as well blast away. In short Ill/emp works fine as is. I honestly think it is the best support version of Empathy.
  16. Wife got home just before you guys started so I joined later. I did knock out all of the exploration and history badges I needed for the stat boosting accolades. The TF and purple drop reward was fun. I assume I'll be super terrible at joining consistently, but it was nice to at least finally team.
  17. I wouldn't go melee as a corr doesn't have an out of box way to contain Tornado so things are going to get knocked around. More so with Hurricane. Since it hasn't been suggested, a Plant/elec controller would be a good nature based themed pairing.
  18. If you want different, go StJ with a Stalker. It is best there. I have a StJ/ea and totally recommend it. Also, I was poking around for some info, and saw this thread. I was looking for info since I have been debating switching my Staff/dark brute to to tank. One problem is switching is my graphics can be super terrible on certain maps which puts me not in front of teams and being terrible as a tank so I try to avoid doing so, but I'm intrigued by the idea of a larger radius for attacks.
  19. I'm a sucker for Claws and more AoE, so I would go Claws/ice. The main advantage for the stalker is it is a far safer pick with less AoE. Saying that, I thought about rolling Dark/ice a number of times although as a scrapper.
  20. The Scrapper will do more AoE as it has Innocuous Strikes and Blazing Aura so I wouldn't consider going Stalker as a win.
  21. Partly interesting about the list is how do you define damage as some lean more ST vs. AoE or vice versa. Elec might be middle ground, but it is incredibly popular for a reason. My generic rule is if AS replaces a ST attack, it is good for stalkers. Also, damage types are important. Dark gains the benefit of being the least resisted damage in the game. Losses AoE in exchange for AS: BS drops Whirling Sword. Claws drops Spin, which is a straight up crime. DB drops Typhoon's Edge which is a finishing move for two combos. Said finishing moves are moved elsewhere for DB. Energy drops Whirling Hands leaving the set with no AoE and has long animation times for its heavy hitters. Wee. Nin drops The Lotus. No really. 😛 Kin drops Repulsing Torrent which is odd as one would think Stalkers would be the ones wanting to KB things away versus brutes. MA see Energy but Dragon's Tail and with better animations times and they are cooler looking anyway. Psionic drops Psi Blade Sweep. Rad drops Irradiated Ground. (pours one out) Spines drops Quills although gains AS which helps its anemic ST attack chain so not a terrible loss. Staff drops Innocuous Strikes. Gains AS with minimal loss if not straight benefit: Dark dumps Dark Consumption although not really a straight win, but End can be managed well enough in the end, so yeah. Elec dumps Lightning Clap, which is pure win. LR is a pet and thus doesn't break Hide. Fire dumps Incinerate. The advantage here is burst damage. Ice dumps Greater Ice Sword. Savage dumps Vicious Slash. Also switched Blood Thirst for BU which people generally consider a win due to Stalkers burst damage nature. Street Justice dumps Rib Cracker. I would say this isn't a bad versus good list but as a general guideline as I think some in the AoE loss list can still be good as a Stalker. Kin, Rad, and Spines feel a bit better off in the loss column. BS hits like a truck from Hide. Even the so called bad ones I could easily see playing but on other ATs as I already have a level 50 Claws, level 42 and 39 Rads, and a level 29 Staff. Oddly enough I've played more sets from the bad lists than I have from the good list across all ATs and that's with adding in a recent Savage Stalker. I don't have much experience with Stalker secondaries, but /ea is really good although I do see where /rad's ability to generate more AoE damage would be a good thing. /bio would also increase overall damage. Sadly /shield isn't an option as that's a quick fix for lack of AoE and damage in general. Edit: One thing to note as showing how a "bad" set could be good. As mentioned before BS hits hard as hell from Hide. With ATO procs refreshing BU and flipping Hide back on, that burst damage will happen all the more often.
  22. I would lean /dark more as a brute since resists work better on a higher HP pool. If you don't mind going Stalker, that's where I would lean with /ea and BS would hit like a truck coming out of Hide. BS/ea would still be great as a scrapper though with added in ATOs. I don't have many preferred defense sets, but I like /ea a lot. Just started working on /dark.
  23. Defense and recharge are by far the two biggest.
  24. If we limit one side it will make new players feel like that is the only side which in turn will limited how much stuff they get to experience and limit their time playing the game. If life offered me the chance to have more set time to play CoH, I would run red side events. Currently I have two characters for red side content and use them when I can based on red side grouping. I get some people don't like red side, but I think the move ought to be towards those who are undecided. I don't have issues with red side, but there's also a lot more teaming on blue side so that's where I go. A plus for red side is the short SF's which I wish were replicated on blue side. Blue side TFs are boring and monotonous as hell.
  25. In your listing you have Traps selected which will cover the mezz protection as well.
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