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Kruunch

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Posts posted by Kruunch

  1. On 10/24/2019 at 11:56 PM, Menelruin said:

    I assume you'll be taking the Melee incarnate hybrid for the taunt aura?

    If you're trying for the tank route then yes. I pivoted on this toon and will be going Assault.

    • Like 1
  2. 25 minutes ago, Omega-202 said:

    Yeah, in a AE farm, I think hitting those numbers obviously makes sense.  My issue is replicating that in a standard +4/8 TF environment.  

     

    I plan on taking a spin through a few AE farm runs as well as Council Earth to see if I can make it work.  

    The AE farm thing was just a handy way to show you a bunch of mobs. In a real +8/+4, getting packs that big or bigger is easy. Hell just corner pull, and you can get all the gaggle you want.

     

    The point was to show you that 1) Thunder Strike hits more then 2-3 mobs (fairly easily) and 2) that unfortunately TS acts more like a 180 degree cone (notice the guys on my butt not getting hit). 

     

    Having said that, when used with that in mind, it's worth its activation time (for me).

     

     

  3. 2 minutes ago, Omega-202 said:

    Regarding your positioning comment, I don't actually believe you're correct about the mechanics of TS.  It is a targeted AoE and it can hit people behind you, as long as the secondary target(s) is/are within a 7 foot radius sphere of the primary target.  I very often have targets hit behind me with TS, specifically because I launch LR using the "tp to target" bind, so I'm right up in my LR targets face.  

     

    Maybe you just have better luck than me on it, but without herding, I just don't get that many targets in that 7 foot radius sphere.  I'm going to give it some practice this week on some Freak farms to see if I can find a trick to it.

     

    Regarding damage, true it does more than BL (110 vs 64) but if I'm hitting double the targets, then BL definitely comes out ahead.  

    Ah we're talking apples and oranges then as far as SD vs Inv goes but some of the logic still applies; Knockdown as a soft control protects not just you, but also your group.

     

    Now Invulnerability has more staying power against larger packs than SD does (statistically speaking) so having more mobs up but whittling greater numbers of mobs down at the same time (TS vs. BL damage and number of mobs wise) is viable for Invulnerability, but you want to cut down the number of mobs quick with a defense based set (less statistics gives RNG less chances to turn against you).

     

    Regarding the amount of mobs you're dealing with ... I generally go for agro saturation (16 mobs). If you're not doing that, then yes smaller packs will yield smaller results for TS. I like getting the bang for my buck 😉

     

    As far as positioning, play around with it. I think once you're paying strict attention you'll realize more times than not, TS is working as I've outlined.

  4. 37 minutes ago, Omega-202 said:

    My current "after telenuke crit" is Ball Lightning which usually hits a solid majority of a spawn, WAY more than using TS coming out of LR.  

     

    More often than not, BU (with Gaussians) > LR (with purple proc) > BL (with Posi's proc) will wipe out all minions in range.  Therefore, I'm down to only Lts, bosses and minions that are at the fringes of the spawn after the alpha strike.  From there, TS basically has no use, because the likelihood that two remaining targets are basically spooning in front of me is usually zero.  So, therefore, I'm down to single targeting after the alpha and, as you said, TS is pretty crap there.  

     

    You don't seem to run Fireball or BL, so I can see how TS would be your best followup, but for me, I'd rather hit about 8 targets with BL than 2-3 targets with TS. 12 DS total damage vs 9 DS total damage.  

     

    I'd have to fiddle around a bit, but I'm considering replacing it with Mu Bolts, if only to grab 3.75% e/n defense, which my build is lacking a bit.  

    Well if TS just isn't your cup of tea, then yeah definitely spec out of it. Nothing worse than feeling stuck with something you don't like using.

     

    However if you're interested in trying to get TS to work a little better then try this:

     

    TS definitely can hit more targets than that, so if you're only hitting 2-3 targets, you need to review your positioning. Typically after telenukes I'll take a step or two back so most of the mobs are in front of me and then TS (if you're like me you probably telenuke directly into the middle of the pack). I average saturation on TS (which is around 5 or 8 or so). 

     

    TS has the soft control of knocking down opponents which is one of the really good synergies about the Elec/SD build. It also does twice the damage of BL (or FB). I use Chain Induction, Havok Punch and Zapp to clean up individual stragglers.

     

    P.S. You should be looking for positional defense, not typed defense on an SD build (FYI).

  5. 7 hours ago, Omega-202 said:

    I've been running my Electric/Invuln Stalker at 50 for a bit now and I'm realizing that I'm not using Thunderstrike as much as I'd thought I would.  The animation is just brutally long and the AoE is ridiculously small.  Generously, I'm hitting 2 targets per activation, on average, and that's if the targets not dead from a teammate before I land the hit.  Its DPA is pretty terrible and for single targets, I would be better off launching any two other attacks in my arsenal than TS.  I have a ton of recharge bonuses so I don't need it to fill out my chain.

     

    So, fellow electric stalkers, am I wrong to think it might be worth dropping TS?  I'm not fully decided on what I'd take instead, but I could grab Rune of Prot or an extra epic power.  

     

    Whats the current consensus on TS?

    You should definitely not use it for single target attacks (unless you love the animation lol).

     

    Thunder Strike is listed as a targeted AOE (or PBAOE depending the source you're looking at) but in actuality it behaves like a 180 degree cone (i.e. it doesn't hit enemies behind you), so positioning is something you need to keep in mind when using it.

     

    The way I use Thunder Strike is after coming out of my telenukes, so Thunder Strike benefits from still being in Hidden and has a 50% chance to critical per target hit. That's your bang for the buck with this power.

     

    Yes the activation time is annoyingly long ... my regular group likes to make a meta game out of it; can we kill all the mob before Kruunch's TS lands 😄

     

    I have this issue with Jacob's Ladder and I usually skip it (and like T3 attacks). I wouldn't recommend replacing TS though ... what would you replace it with?

    • Haha 1
  6. 1 hour ago, drbuzzard said:

    Yes, when there is something which nullifies defense (Ruularu, DE crystal emitters, are the real culprits, I don't find vengeance to be nearly as bad) then SR crumples fast. In a mixed environment with many damage types, and even a goodly number of debuffs (the aforementioned cases are massive to hit bonuses, which is a different kettle of fish) it holds up well. I've done some fairly good with with my water/SR, though I don't like him as much as some other sents because he's ground bound due to the primary. I like my sentinels flying. To be quite honest, with the exception of psi and toxic holes, energy aura is probably the best of the lot. It's easy to softcap, it has decent resistances (think in the 30s or so for a lot of things, and toughness really helps), and a solid heal which also gives regen and endurance discount. Now there is a nicely layered set of defenses. If it weren't for the holes, and the reduced defbuff resistance (it has some, but not SR levels), I'd say it was a clear winner over SR. 

    I play a Water/SR Sentinel and use Hover 100% of the time. Why do you feel it's ground bound? Whirlpool?

  7. On 10/24/2019 at 11:02 PM, Hyperstrike said:



    Never mind...

    Christ.  Can't just make a simple point without someone jumping down my throat as if I'd just "Yo momma'ed" them and deliberately insulted their favorite set...

    Stop being Debbie Drama. My point is that all of the sets we're talking about have certain play styles, and they can all be successful within those styles.

     

    SR (of the defense sets) is the easiest to cap and has the strongest debuff resistance which makes it the clear winner from a purely defense stand point. The play style of defensive based sets is such that you're always battling RNG. Occasionally you'll drop instantly and that's the way that play style goes. Most times you'll laugh at what's around you. Sometimes you'll need to gobble inspirations.

     

    Regen on the other hand you end up playing like a Scrapper. Jump in, duke it out, jump out when getting low so you regain health. Helped out by on-demand heals as they are up (i.e. these just shorten jump-out time).

     

    Obviously different people on this thread have found both to be playable at the end game (such as it is). In that regard, it just falls to what your preference in play style is.

  8. 15 minutes ago, Hyperstrike said:


    No Krunch.

    Every other set offering innate Defense, is either a Defense/Resist (at times, INCOMPLETE Resist coverage, but coverage nonetheless), Defense/Regen or Defense/Heal.

    SR offers NO innate self-Heal.
    SR offers NO Regen.
    SR offers no Resist.

    ALL SR offers is Defense, Defense and Defense.
    And if that's not enough, here's some more Defense!

    Hence eggshelling.

     

    So don't play it ... what can I tell ya?

  9. 10 hours ago, Hyperstrike said:


    The main problem with SR, though, is what I refer to as the "eggshell" effect.

    You quite literally have NO other mitigation under all that Defense.

    This means anything that can reliably crack your Defenses pretty much PASTES you.

    Also, since you floor out at a minimum 5% chance To-Hit, larger groups make you statistically less pleasing to the RNG Gods.

    The next thing you know, you're frenching the floor, and if you could still think, it'd be "MMMMM!  Is that MINWAX?"
     

    Yes but that's true of any defense based set and I believe I've stressed that point previously.

     

    Having said that, there isn't much content I can't do in the game and at agro cap with my setup (some I have to be more dodgy about but that comes with the territory).

     

    This goes for my Sentinel, Scrappers, Stalker and Brute who have defense based sets (the latter of which doesn't really apply since you can layer some decent resists there).

  10. 10 hours ago, FUBARczar said:

    let's do it, I have a great Sonic/Bio on Excelsior!

     

    and TBH I am happy that there is variety in the game and that different folks find different strokes that suit them.  It's good that there is SR and that you like it.  Personally I choose shield and even Ninjitsu over SR every time, as I do have several such 50s: SD Stalker, Scrapper and Tank and a Nin Scrapper.

    So here was my logic on SR for a Sentinel (remember, my goal was to have a true tanking Sentinel):

     

    1) Resist based sets for Sentinels are capped at 75%. Additionally reaching those caps can be a chore and you're certainly not doing it before your 40s (including full sets). That alone made resist based sets a non-starter for me.

     

    2) Regen based and mixed sets (Will Power, Regen, etc ...) offer an interesting play style but don't hold up under direct agro (for non-tank ATs) except at the extreme ends (for some of them), meaning full sets and Incarnate. 

     

    3) That left me with defense based sets. Of those, SR is the easiest to soft cap (and beyond), be fully realized (defensively) well before L50 and don't require expensive sets to do it (not an issue for me but for others reading this, a point of clarification). SR also offers the best defense debuff resistance (a must for defense based main agro characters). There are other defense based sets that can get there of course, but I didn't want this to be the main issue at later levels, so I went with the easy choice. Also toggle status protection vs. click based (SR vs. SD) is just a nice convenience (I have several SD characters and is my one really annoyance with them).

     

    With that in mind I chose a Water/SR Sentinel. Water because it does much more damage then it reads as initially (proved out by a friend of mine who ran a great Water Blaster). It also offers utility in defense/regen debuffs, multiple AOE knockdowns, an AOE slow and heal options. And while Dark would appear on paper as the default primary for a defense based Sentinel, Dark's damage is kind of eh (that and I've played a lot of dark so was looking to try something new).

     

    If you are not looking for an agro-cap agro magnet (i.e. you have someone who will be breaking alphas and/or you're not planning on challenging the agro cap) then yes, most combinations of Sentinel (or other ATs) will work for you in CoH and yes, it's one of the really nice things about this game.

     

    P.S. - I'm on most nights from 5 PM est onwards (global is @kruunch). Hit me up any time and I'd be happy to show off (or die foolishly and hilariously for your amusement).

     

     

  11. 17 hours ago, Frostweaver said:

    Maybe it is anecdotal, but last night I teamed with my wife's db/ice scrapper to do the Cimerora Mot chain, AV's on.
    I was breaking +3/8 alphas vs 12-16 Elite bosses at a time. as well as two AV's and 6 EB's at one time at the end, incarnate-level attacks. No deaths. About half an hour total.

    I cannot think of a more... Challenging survival situation anywhere in the game. Not Hami, not LRSF or STF. It was BRUTAL.

    I was using a rad/regen hover sentinel. And I did NOT have any incarnates except level 1 musculature. No level shift. My wife had a level shift with 3 agility, degenerate 2, and Ageless 1 (we were there collecting incarnate components and finishing out the storyline). some of the survival was undoubtedly the Wife's Chilling embrace, but I was constantly flying in and taking the alpha personally while I nuked to screw up their defense and res.

     

    I don't know what people have decided as far as 'paper builds', but in play, Regen is... insanely durable. That content would have faceplanted and destroyed any of my tankers or Brutes.

     

     

    Well, Here... I will show my build instead of just bragging about it's tankiness.
     

      Reveal hidden contents

     


     

    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!

    Level 50 Magic Sentinel
    Primary Power Set: Radiation Blast
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed

    Hero Profile:
    Level 1: Neutrino Bolt -- AchHee-ResDeb%(A), EntChs-Heal%(50), EntChs-Acc/Dmg(50)
    Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(5)
    Level 2: X-Ray Beam -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/Rchg(23), Dcm-Acc/Dmg(46), AchHee-ResDeb%(48)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Flight-I(5)
    Level 6: Cosmic Burst -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(7), SprSntWar-Acc/Dmg/Rchg(9), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg(11)
    Level 8: Quick Recovery -- EndMod-I(A), EndMod-I(48)
    Level 10: Instant Regeneration -- Prv-Heal/Rchg/EndRdx(A), Prv-Absorb%(11), Prv-Heal/Rchg(13), Prv-EndRdx/Rchg(13), Prv-Heal/EndRdx(46), Prv-Heal(46)
    Level 12: Fly -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(21)
    Level 14: Reconstruction -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), Prv-Heal(17), Prv-Heal/Rchg(19)
    Level 16: Dismiss Pain -- Prv-Heal(A), Prv-Heal/EndRdx(19)
    Level 18: Kick -- FrcFdb-Rechg%(A)
    Level 20: Proton Stream -- TchofLadG-%Dam(A), Apc-Dam%(21), Apc-Acc/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dmg/EndRdx(43)
    Level 22: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(23)
    Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), GldArm-3defTpProc(27), StdPrt-ResDam/Def+(29)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(33)
    Level 28: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(36), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit(40)
    Level 30: Resilience -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-EndRdx/Rchg(33), RctArm-ResDam/EndRdx/Rchg(33)
    Level 32: Atomic Blast -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/Rchg(43), FuroftheG-ResDeb%(43)
    Level 35: Neutron Bomb -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(36), SprOppStr-Acc/Dmg/EndRdx(36), SprOppStr-Acc/Dmg/Rchg(45), SprOppStr-Dmg/Rchg(45), SprOppStr-Acc/Dmg(45)
    Level 38: Moment of Glory -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(39), Ksm-ToHit+(39), ImpArm-ResPsi(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Opportunity
    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 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(31)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(48)
    Level 50: Musculature Boost
    Level 4: Ninja Run
    ------------

     

     

     

     

     


    At this point, the only thing I am considering changing is swapping out neutron bomb for irradiate. I spend most of my time in the thick of things, and neutron bomb is so slow...

    And I have an Ice/SR sentinel as well, who is considerably more.... developed. even with Ice -recharge, and SR's +recharge, the rad/regen was vastly more survivable, So I have to disagree strongly with Kruunch's assessment of SR based on personal experience. Sentinel's version of Instant Regeneration is just that good. It seems to refresh about 50 HP every 4 seconds, but the nearly 200 HP absorption soaks a huge amount of damage.

    And, once I can, I will be getting the melee radial embodiment... which will dramatically increase my defense in melee as well as taunting 9 enemies. That is 'ranged tanking'

     

     

    So a few of things to unpack here;

     

    1) Cimerora is not the hardest chain by any stretch.  You're literally talking about the easiest EBs and AV in the game. 

     

    2) You're describing how tough your sentinel is while flying against melee based mobs and having another toon soak the alphas.

     

    3) while regen is great when in that type of role, so are most of the sentinel secondaries (i.e. tough enough to survive overflow but not main agro)

     

    If you really want to test your survivability, try soloing a Cimerora dark crystal door mission on 8/*. That's more of a litmus test for other content you might find a tad tougher (defense debuffs and neg energy in a cave).

     

    Note: this is not to denigrate your regen sentinel, just a reality check on your experience. 

     

    Yes SR (and all defense based sets) are a one trick pony. SR (and SD for other ATs) offers an insurance plan in defense debuff resistance. After that it's a basic statistics class which inspirations will see you through the most extreme moments of. 

     

    I'd be happy to show you the difference one night on Excelsior (currently working through incarnate stuff on my sentinel).

  12. From a "tanking" point of view, Super Reflexes is the most survivable set out of the Sentinel line up in my opinion. Easy to soft cap and beyond before hitting Incarnate (or even L50). Best defense debuff resist in the game ensures no cascade failure (and that's with achieving perma-hasten and +30% damage before Incarnate).

     

    I wouldn't suggest resist based Sentinels if you want to try to tank a pack of mobs (much less +8/+4).

     

    For a primary you can do well with a number of choices.

  13. 1 hour ago, Caulderone said:

    I went onto Test (Pineapple) to test the MB absorb amount.  The exact number isn't listed, since it scales with how low your HP are.

     

    At level 50, unslotted and at full HP, it gives 231.3 Absorb (temp HP).  That should be a touch over 450HP fully slotted, even more if HP are low.

     

    450 Temp HP would seem to me to be awesome for absorbing Alphas.

    So been trying MB ... working well so far, so yeah good call on that, thanks!

     

    As for the absorb, max HP and resists ... I've found that you cannot stack those enough to make a huge difference in game play. Possibly they come into play more when taking on less mobs, but if you're looking to do the +8/+4 content solo, you're going to definitely want to have your positional resists into the 50s and that should be your priority here for survivability.

     

    With SR it's very easy to softcap defense and get them into the 50s even on a budget build.

     

    Damage wise, yes you will be a hair off and definitely going Musculature on my Alpha to help mitigate. Having said that, I'm kind of liking my damage thus far. As long as you're not expecting Blaster damage I think you'll be pleased (I feel like a flying, ranged Scrapper).

  14. 1 hour ago, Caulderone said:

    Any particular reason you took Practiced Brawler instead of Master Brawler?  MB looks pretty darn useful.

    I didn't really know how Master Brawler played but it read as if it doesn't provide status protection, which is why I went with Practiced Brawler. Looking around the boards a bit, apparently it shifts status protection to the toggles. If it gives the same status protections, I'll look at rebuilding with Master Brawler.

     

    Having said that, I haven't run into issues with Practiced Brawler but I'm also used to the click-status protection from running /SD so much recently.

     

    Definitely will  try with Master Brawler though, thanks for the heads up!

  15. So I had a concept of making a ranged Tanker, and it kind of fell short due to the agro mechanics (agro multiplier, lack of Taunt aura, etc ...). He turned out to be a good off-tank but more on that later. However I ended up with a virtually indestructible Sentinel that's surprisingly a ton of fun to play.

     

    I'm not sure about the slotting choices still, but he's been so fun that I went full on twink with him.

     

    Highlights: High end soft-capped positional defenses (53/55/52 m/r/aoe), 75% defense debuff resistance, near perma-Hasten (3% off), +29% damage, 3.88 recovery/sec (no end issues whatsoever with total spam, laughs at Malta and Arachnos) and amazingly maneuverability/speed with Hover.

     

    Taking him through Incarnate content currently (will update once I start adding Incarnate abilities to him).

     

    On a tanking note, I originally had Leadership swapped out with Presence and picked up Provoke. It worked well enough to keep a squishy Brute upright as an off-tank but full on tanking, while survivable enough, didn't have the agro management as a main tank to keep all the squishies alive (too bad there).

     

    Let me know what you think.

     

    **EDIT** - Swapped Practiced Brawler for Master Brawler.

     

    Hero Plan by Mids' Hero Designer 1.962
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tidal Pride: Level 50 Science Sentinel
    Primary Power Set: Water Blast
    Secondary Power Set: Super Reflexes
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Aqua Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50), Apc-Dam%(50)
    Level 1: Focused Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/EndRdx/Rchg(5)
    Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(9), LucoftheG-Rchg+(11), LucoftheG-Def/EndRdx/Rchg(11)
    Level 4: Water Burst -- JvlVll-Dam/Rech(A), JvlVll-Dam/End/Rech(5), JvlVll-Acc/End/Rech(7), JvlVll-Acc/Dmg/End/Rech(7), Ann-Dmg/Rchg(9), Ann-Acc/Dmg/EndRdx(42)
    Level 6: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(45), BlsoftheZ-ResKB(45)
    Level 8: Dehydrate -- Dvs-Dmg/EndRdx(A), Dvs-Dmg/Rchg(13), Dvs-Acc/Dmg/Rchg(13), Dvs-Acc/Dmg/EndRdx/Rchg(15), Thn-Dmg/Rchg(15), Thn-Dmg/EndRdx/Rchg(17)
    Level 10: Agile -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(19)
    Level 12: Master Brawler -- RechRdx(A)
    Level 14: Kick -- FrcFdb-Rechg%(A)
    Level 16: Enduring -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(19), PrfShf-End%(21), PrfShf-EndMod/Acc/Rchg(46), PrfShf-EndMod/Acc(48)
    Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(25)
    Level 20: Dodge -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
    Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29)
    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(31)
    Level 26: Steam Spray -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(31), SprOppStr-Acc/Dmg/Rchg(33), SprOppStr-Acc/Dmg/EndRdx(33), SprOppStr-Acc/Dmg/EndRdx/Rchg(33), SprOppStr-Rchg/+Opportunity(34)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 30: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37)
    Level 32: Geyser -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(37), SprSntWar-Acc/Dmg/Rchg(39), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/EndRdx/Rchg(39), SprSntWar-Rchg/+Absorb(40)
    Level 35: Evasion -- LucoftheG-Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def/EndRdx(43)
    Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Rchg+(46), LucoftheG-Def/EndRdx/Rchg(46)
    Level 41: Quickness -- Flight-I(A)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Fly -- Flight-I(A)
    Level 49: Afterburner -- Flight-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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(43), Pnc-Heal/+End(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(42), PrfShf-End%(42)
    ------------

  16. 5 hours ago, Croax said:

    Sniper.png.b66df454f3ca746f30da39ee8686265c.png

     

    The Snipes have the opportunity to slot:

    Apocalypse: Chance of Damage (Negative)

    Gladiator's Javelin: Chance of Damage (Toxic)

    Sting of the Manticore: Chance of Damage (Toxic)

     

    Moonbeam can also slot:

    Cloud Senses: Chance for Nagative Damage

     

    That makes Moonbeam the better attack. It not only does ~ 100 Damage more, you can slot 4 procs and 2 Acc/Dam for PvP. Even for PvE Moonbeam simply deals more Damage if you consider the new instant snipe rules.

     

    You are right, that the cooldown is the same. i had that wrong. But the unenhanced version of both powers have very different values. Since every Damage is coming up from here, i would take Moonbeam over Zapp. Sure if it does not fit the theme, but that is on a totaly different page.

     

    That damage is incorrect. Stop playing COH via Pines/Mids.

     

    Give it a try in game.

    • Like 1
  17. 15 hours ago, Croax said:

    Moonbeam deals more Damage per activation (Hide, autocrit synergy) and has a longer cooldown (chance for proc relevant). Both do matter if you look at the otherwise weak Single Target options of elec. If theme is not an issue, i would recommend Moonbeam over Zapp.

    This is incorrect. The damage difference is nominal at best (~15 points per activation ... maybe?), they both share autocritting out of Hide, and they share identical cooldowns. As I stipulated earlier, the secondary effect of Moonbeam is (imo) better but not a difference maker.

     

    You will not beat a boss with Moonbeam over Zapp (or vice versa), nor will you end any fight faster using one over the other, hence functionally equivalent.

  18. 13 hours ago, Zer0 Hour said:

    Is there any difference between zapp and moonbeam?

    I chose Zapp because it fit thematically.

     

    They both do the same damage, but Moonbeam's secondary effect is better (-toHit (MB) vs. -end (Zapp)). However realistically they're both equivalent.

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