Jump to content

Psyonico

Members
  • Posts

    2859
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Psyonico

  1. I may get some hate for this, but regardless of your definition of "Team Friendly", I would say Avoid Storm. The rest of the answer depends on your definition of Team Friendly. Emp/Pain/Sonic/FF/Thermal/Nature/Electric are great for buffing your team's survival Traps/TA/Poison/Dark are good for neutering your enemies and keeping your team alive that way. The rest of the sets do somewhere between there, buffing your team while debuffing your enemy. As for secondary, it depends on which primary you pick to *some* degree, but Dark, DP, Ice, and Sonic are probably the best for helping the team.
  2. Empathy is and always was only "King" to those that don't know how City mechanics work. Debuffs/Buffs > Heals. That being said, it still amazes me how many times on a PuG I'll see "Nice Heals." Recently was on a pug with one of my TA toons and the only other support character was a stormie (who did have O2 boost). I was amazed at how many times the heals were complimented, even though the team wasn't taking that much damage to begin with. Anyway, I digress, back to Empathy. It's a fine set, offers some nice buffs, but people focus on it as a healing set (which, admittedly, it does do well). If you want to play as a crutch, then Empathy/Pain are great choices. But Empathy isn't a top tier set. With a top tier emp build you can turn a couple of your teammates into nigh-immortal beings, but you can't get Fortitude perma on a team of 8 and AB is only permable on 1 character.
  3. Force Field is a decent set, though it does tend to be out-shined by other sets. There's nothing wrong with it Per-say but in the current end-game meta, other sets outperform it. My advice? Play what you want. Even if it isn't the best of the best, it still is decent.
  4. https://hcwiki.cityofheroes.dev/wiki/Defender https://hcwiki.cityofheroes.dev/wiki/Controller https://hcwiki.cityofheroes.dev/wiki/Corruptor https://hcwiki.cityofheroes.dev/wiki/Mastermind On the right side, click "Show" next to "Modifiers (At Level 50)"
  5. I generally slot Generic IOs at 27, they cost a little more than SOs, but you don't need to upgrade them, so it evens out pretty quickly
  6. I have a concept for a DB/Invul combo, but I can't decide between a brute and a tank... I think the concept fits brute better, but the added survivability to a tank just feels too good to pass up (I also generally prefer playing tanks over brutes). Does anyone have any experience with either of these? Here are sample builds I put together for the combo, so any thought on those would also be appreciated. Brute: Tank
  7. I'm assuming you're referring to Venomous Gas shutting off? I have a Poison/Water that just hit 32 and I said to myself "Welp, guess I'm getting Clarion"
  8. I've soloed Mind/FF, it's a bit of a slog. Here's the deets. Controllers have a ranged damage modifier of .55, Dominators have a ranged modifier of .95. Based purely on this, Dominators win. HOWEVER, containment means that the controller will be doing (slightly) more damage to held/slept/immob/stunned foes. Solo, since you can open every fight with Mass Hypnosis, that basically means whatever you're fighting will always have containment. So, long and short of it? It probably more or less breaks even.
  9. I actually used to really like the old Posi TF, been meaning to run it again.
  10. No, Stealth IOs are unique, so you need a power that grants stealth plus the IO to reach invisibility.
  11. Why are brutes better at Energy Aura than Scrappers? I legitimately want to know what the difference is.
  12. Try running a Hess TF... Very robot heavy, meaning lots of Psi resist
  13. I've actually decided on making a new Psi melee toon, thinking Psi/Energy Aura brute... now I just need a concept.
  14. I think the difference between resisting S/L and resisting Psi is that when things resist Psi, they resist it A LOT while when things resist S/L it's by a much smaller portion. I have only played Psi Melee once, a WP/Psi tank that I got up to 50 then kinda shelved. I like the set, and I'd like to play it again, but I have trouble getting good concepts for it.
  15. A High Recharge Cold build is pretty solid against AVs, Benumb is a powerful debuff, but it only lasts 30 seconds (120 second base recharge). Between Sleet and Heat Loss, you can put out a bunch of -res, but again, Heat Loss has a long recharge compared to its uptime, so high global recharge is recommended.
  16. https://hcwiki.cityofheroes.dev/wiki/The_Major There's also The Major who is automatically unlocked at 30 for vigilantes.
  17. My Radiation Emission toons have "Die Somewhere Useful!" bound to a key.
  18. If I'm reading CoD right, the Controller values are 20% unresistable and 20% resistable for the -dam. Nothing to scoff at there. I love TA, my biggest problem is I always want to take everything in the set. On Defenders I used to skip Entangling Arrow, but now with the -resist in it, I don't even recommend that.
  19. If you've got Perma Hasten, no for Disruption Arrow, though if you've got spare slots, there are some decent set bonuses from the endmod sets you might look into As for Acid Arrow, the first slot should be an Accuracy. After that, I personally like to put both -res procs in there, other people like to put damage procs in there.
  20. The changes happened in the Page 1 update, the visual update happened in Page 2. Here are the changes that happened in Page 1 Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.5% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back
  21. you are correct... meaning there are 4 sets that provide self Mez protection.
  22. Force Field, Sonic Resonance, and Electrical Affinity.
  23. Kin/Elec is a good sapping build. I've attached a couple of builds that @Linea put together, I haven't vetted any of them, but at least they can get you started. Kin ElecB Mace bfjl Def - Harrier Antique Lambda 186d - [i25].mxd Kin ElecB Mace bhjl Def - Hound Old Two e475 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda 4398 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda b3f4 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda ef39 - [i25].mxd Kin ElecB Mu bcfl Def - Harrier Amethyst Tres 0aa7 - [i20].mxd Kin ElecB Mu bfhl Def - Harrier Amethyst Tres 11e7 - [i20].mxd
  24. No. Any +rech in rune of protection is doing nothing.
×
×
  • Create New...