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Everything posted by Without_Pause
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FF and Sonic won't have direct heals, but you can get some heal action going via the ATOs and there are Dark and Water as options. You can also pick up the opposite armor via epics and your stacked defense will make you rather durable.
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Cold you don't even have to worry about heals. Cold/beam you just shield the team and then focus on the ST blasts as your debuff spreads so by all accounts you are being effective with doing minimal work.
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Rebirth is an Incarnate option. https://hcwiki.cityofheroes.dev/wiki/Destiny_Slot_Abilities#Rebirth
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Quite the feat to slot Defender ATOs into defensive powers. Also, Rebirth with likely kill any need to look elsewhere for healing.
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Is Decimation's Chance for Build Up deemed different than Gaussian's? Not a big deal either way. I might Swap Focused Accuracy for Conserve Power. This gives me an additional slot. Added slot to FA could give me 5% recharge as an example. Drop Tactics and pick up Assault.
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I know Gloom is awesome. I feel zero need to take it unless I think it feels correct for that character.
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Guessing converting them over to Transcendent Merits and giving them to the new build.
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Body was taken in part since I can go minimal in slotting to free up slots elsewhere as I know I want to go heavy on one offs. DPS be damned, I don't feel the need to add in epic attacks with Claws. I already have a ST and AoE ranged attack anyway. This will be my third time taking Claws to 50. As the bio of my main says, "Downtime is for mortals."
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Fire/storm is going to make you wonder if you have an end bar until Incarnates, but it will be one of the highest damaging Controllers sans Fire/kin.
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That's one aspect I hadn't looked at after my initial pass. I do tend to exempt a bit and the build is being used for badge collecting, but dropping coin into an alt build isn't that big of a deal either.
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I had a Claws/regen on live. I got it to 50 soling a lot and using level 25 common IOs. I felt like the build was fine as is. If there was an issue it was in the 40/45-50 level area. Long term I will say the clicking on the regen powers was annoying. Claws, outside of one power, doesn't really that that long of animations so it wasn't a huge problem. It was just annoying. I can't imagine using Regen with certain sets. There absolutely is a reason why Kat worked/works so well with it as the animations for Kat are all under 2 seconds. Regen would also due well with a mitigation heavy attack set.
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I hadn't gone through and done one from the ground up, but I have been copying others and taking notes. S/L resist I would like to have be higher, but compared to my Stalker some of the other resists are higher here, so I'm not too offended. The end game version is about as good as I'm going to get though. I also use the Resist Scaling IO so the resist numbers can go up. Attack Chain ST attack chain can skip Strike by at least 30. I won't die on the hill that is taking it over Swipe though. Neither are used in the end. AoE attack chain is FU + Spin and Shockwave by at least 32+. There's zero need for Eviscerate. Initial Testing No accolades. No Incarnates. I did some leveling content, but I have done Claws to 50 twice and EA to 50 once, so I mostly farmed it to 50. End usage is absolutely there and more so with FA, but EA makes it manageable. I did a +2/x8 mission with nothing but Paragon Protectors without Inspirs and it was manageable. Annoying but manageable. I even took on two mobs at once. Fun times. Energy Drain worked through MoG. I need to look at how much Acc slotting that needs, as it takes Acc slotting but feels auto hit. Maybe add more end drain if possible for smaller packs or single targets. I use Energize for the end discount versus the actual heal aspect. It is a low bar, but I did the 801.0 map at -1/x1 deathless without accolades, Inspires, or Incarnates. Ranged attacks to keep away from debuffs(-recharge) are nice. I did a +2/x5 BP mission with no Inspirs. I'm not sure my health went below 80%. The same mission with a higher mobs size with my Claws/wp Brute inspired the creation of this character despite the Brute also being 50+1. +2 Citadel without Inspirs on a team where I think there was a single support. I had no issues even with troublesome rooms going in solo. Posi was forgettable. Yin was unslotted as I didn't have the build done yet. I fully expect any TFC badge related TF to be boring at this point, so there's honestly no real issues with it during lower level content once built. Currently doing +2/x8. Not sure I want to go +3 yet, or not. There are always missions which make me lower it for a character, so this feels good to drop in a map on the casual side. I see no reason to not do +3 casual in the end. Working on Flashback challenge badges although too early to really comment. You can easily pick and choose which ones to do so you can do multiple challenges in a single mission. I should have 1-14 level range done soon enough with each of the challenge badges. Incarnates Alpha: Musculature Core. Maybe Cardiac if you want to avoid using ED, but I would just rather have things dead. Destiny: Ageless Radial. For two reasons. Def debuffs are absolutely a thing which can screw over this build. I did a mission at +2/x8 and sometimes I wondered if I had any Def debuff resistance. Once Ageless was added in, things got more sane. The added end makes using ED less often. ED has a longer animation so that also means less time killing. Barrier and Rebirth are talking points, but Ageless seems to cover more for what I want. I still really like EA, but the lack of Def debuff resistance is telling. Just try low level soloing x8 mobs. I did that in a level 14 Flashback. Never again. Hybrid: Melee Core. Regen, added Resistance which is a bigger benefit than 1.5% Def, and resistance to annoying status effects which prop up in end game plays. Assault was absolutely in play, but the more I looked into things, I switched. Interface: Degenerative, I know there are others, and it can be deemed pointless on a team if someone else has it as well. Due to Claws being resisted and more about DPS vs. DPA, dropping HP seems more important than adding -Res. Judgement: Ionic or Void. For sheer damage or the added debuff. Lore: Whatever. I tend to use what looks correct for that character versus min/max reasons. I would look for +dmg, heal, -resist, -regen and go from there. I prefer Radial to keep the support around. Cost 500ish mill. All depends on what you have on hand, and such. I'm sure realistically it could be done for cheaper. I absolutely was not low balling prices nor going the way of crafting my own IOs. It's straight attuned with common IOs getting +5ed at some point. There was a single purple in the build, but I removed it after some playing around with it. It went into Strike. It was only really used for low level content so I felt like it was a waste of a slot and better used in Health which what was also getting added in the end game build so now there's just a moving of three slots from Strike to Dampening Field. The current build uses the purple. I'm too lazy to do a respec for a single slot for a build I will move away from. Here's the Exempt build. v3.4 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 49 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(49) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(47), AdjTrg-ToHit/EndRdx/Rchg(47) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------ Here's the End Game build v3,3 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-ResDam/Re TP(3), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45), TtnCtn-ResDam/EndRdx(47), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(49), TtnCtn-ResDam/EndRdx/Rchg(49) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(50), AdjTrg-ToHit/EndRdx/Rchg(50) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------
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@Troo has been running a Stone/regen Brute through various things(ITF, Trapdoor) and posting about their experience with it.
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The only stand out for a Brute is how IG works with Fury with you loading up on damage procs. A Tank would get bigger AoEs and a +Res proc ATO. To add, I like Resist sets on a Brute since having the +Res proc on a Resist set for a Tank might be a bit of overkill.
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A case can be made for AoE with DoTs. They might not be as big, but they can certainly hit harder.
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Well, this is a Brute thread.
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In other words, post changes SS is still the smallest PBAoE of any melee set and not even tied in that regard. If something was 8 feet it is now 12. SS went from 6 to 9. Yay?
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I'm pulling from CoD, so is it wrong? I played StJ on a Tank post changes and felt the smaller AoE aspect.
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Radius Spinning Strike: 6 feet. Whirling Axe: 8 feet. Whirling Sword: 8 feet. Whirling Hands: 8 feet. Whirling Mace: 8 feet. Spin: 8 feet. Typhoon's Edge: 8 feet. Dragon's Tail: 8 feet. The Lotus Drops: 8 feet. Burst: 8 feet. Rending Flurry: 8 feet. Whirling Smash: 10 feet. Fire Sword Circle: 10 feet. Frozen Aura.: 10 feet. Mass Levitate: 10 feet. Atom Smasher: 10 feet. Eye of the Storm: 10 feet. Foot Stomp: 15 Feet. Spines Burst: 15 ft. Tremor: 15 ft. If by on opposite ends of radius to the point of FS being 2.5 times bigger, then yes, SS is not that far off. Additional spaces used for impact.
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Oddly enough I continue to work on my Savage/rad Brute and compare it to my Rad/ice Tank. To be fair, the Tank is a few levels higher, and I could slightly tweak the Brute build, but I tried upping the diff around to what the Tank was doing and the lack of Ice Patch was obvious. Only slightly tempted to do a Ice/rad Brute, but having soloed 29 levels on the Tank, I want to just keep going with it.
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The issue for a Tank is the radius of the AoEs. I've played around with the combo on all of the melee ATs outside of a Brute, but none stuck around for whatever reason although I do have a dislike for click mezzes. The small AoEs absolutely were a factor in rerolling the Tank. I love StJ on a Stalker though.
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I don't think in my 9+ years of playing CoH I have ever heard someone calling a player picking a controller over a defender less supportive or selfish. Hell, I have felt a bit more selfish for picking a Defender over a Controller.
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In a technical way, I would say a Controller is since they are adding in controls. Yes, I know using blasts for extra damage means more dead mobs. I still need to get one to 50, but a Time support character is giving an end game team the basics of what I would want from a support character, +recharge, +end, -resist, -regen, +dmg, heal, and more. In terms of a Controller, a number of primaries work. Plant is just ridiculously good with Seeds. Ill negates alpha strike and can Confuse troublesome targets. Earth just locks things down as well as anything. To be honest, ultimate support can be wide open and in the eye of the beholder. One of the best support characters I had on live was an Earth/storm. My word that build. It is the only one I saw teams openly playing stupid since they knew I had their back.
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45% to whatever you are building for. Some are based on the position(melee, ranged, AoE) and some are based on type(smashing, lethal, fire, etc.). Resist is based on the ATs I believe the range is 70%-90% depending on the AT.
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Maria Jenkins has an whole arc of them. Blasters can be made to be tough, but it is a question of how you define tough and how soon? Any squishy is in a similar boat. I don't think of soloing them as laid back though.