Jump to content

KaizenSoze

Members
  • Posts

    2054
  • Joined

  • Last visited

Everything posted by KaizenSoze

  1. Your status does not drop if you get slept. Status defense toggles to do not drop unless you run out of endurance. I am sure there is an exception somewhere, but not in Sonic Resonance. Now, disruption field, enflame, and spirit ward will drop if you are slept.
  2. I would also suggest this method. You have to do quite a few safeguard and mayhem missions for all the necessary badges. Just make a stop by the police station each run. In Mayhem missions you get a ally for a bit from one of the cells. These missions are also a good way to work on the sapper badge. At least, with the PI map.
  3. Arcane Bolt wasn't too hard on my Bane build. I even have it on a Night Widow build on the beta server. I wanted to test Enflame out as extra AOE. AB is good for tagging runners and provides from energy damage for lethal, smash, or psi resistant targets. Now, slotted out spirit ward on my defender is amazing protection. A full Preventative Medicine set will give the target a 40% absorb shield that constantly rebuilds itself.
  4. Enflame causes an fire damage patch to drop from the target every few seconds. Any -resist power that hits mobs in the patch will cause the take more damage due to lower fire resists. As for Liquefy, I was just trying to get it up as often as possible. My slotting is just a guess.
  5. One psychological benefit of Enflame is seeing a direct benefit to my debuffs. Flame ticking along at 8 points. Howl, now they are ticking at 10 points. Resist debuff is really helpful, but hard to see the result directly.
  6. Thank you @UberGuy and @Bionic_Flea. I think I figured it out. Arachnos have the base modifier of 1.0 melee and 1.0 range. Blasters have the base modifier of 1.125 range. 5.561 * 1.125 = 6.2561 So, the pseudo base damage for Enflame is 5.561. At least, that is a way to think of it. Another example, controller range damage is .55. 5.561 * .55 = 3.0586
  7. Ignore, reading comp issues by me.
  8. I tried with team tp a few days ago and it didn't work. I had hopes of moving my mortars long with the team.
  9. We were discussing Enflame in a thread and @Carnifax provided this link. You have to pull up the pet version of the power to get the base damage. Blasters get the most damage, MM and controllers the worst. https://cod.uberguy.net/html/power.html?power=pets.enflame.enflame&at=minion_pets
  10. This is a NOT a perfect solution, but you can use binds to keep switching the auto fire between hasten and dom.
  11. I agree as long as it's optional. The new Sorcery:Arcane Bolt puts a big red message in the middle of the screen when the build up proc fires. So, the mechanic is there in the code.
  12. You might want to open a bug. The last patch might have broken something or they didn't fix all the use cases. From the patch notes: Fixed a bug that would cause some oddities while running various stance-setting powers (like Ninja Run + Power Slide)
  13. Also, there is a inherent walk power that the devs have been modifying in recent patches. That might be too slow, but mentioning it.
  14. Compared to kinetics, trick arrow, or poison this is a relaxing build to play. Though defenders do not get the best damage out of Enflame. I can buff the damage with disruption field to decent levels. I have been happy so far. Side note, blasters get the best damage. Spirit Ward is the stand out for defender, as they get the best healing modifiers. Really beefs up any player. I will interested to see if it helps against Lord Recluse on MLTF this week.
  15. The redraw would be fine if switching between gun and mace didn't eat DPS. Unlike a lot of other weapons sets, there is a price for no redraw at least for Banes. Anyhow this is well trod territory.
  16. Yes, re-draw is probably the number one request for VEATs. Previous discussions.
  17. Possible minor bug for this power. https://hcwiki.cityofheroes.dev/wiki/Sonic_Resonance#Liquefy https://cod.uberguy.net/html/power.html?power=pets.liquefy_defender.liquefy&at=minion_pets I think the hold is showing as null.
  18. Thanks for that link. I was trying to figure how to see the damage. It is also valuable to note that VEATs have possibly the worst heal modifiers in the game. https://cod.uberguy.net/html/power.html?power=pool.sorcery.spirit_ward&at=arachnos_soldier The absorb value for Spirit Ward 16.1% which is lower than any other AT I checked, even blasters. 🙂 I wasn't planning on taking it, now I never will.
  19. Oh yes on the Doms. Stick Spirit Ward and Enflame on the grav pet. Serious tankness and burnation! I have a grav/psi/ice dom with sorcery. That where I got the idea for this build. Also, blasters get the best damage, must work off range damage. I am working on rebuilding my mothballed ar/dev blaster. Stacking toggles on the gun drone sounds temping.
  20. On teams I always stick on a melee with a taunt aura. I will actually look at their powers to figure that out. 🙂 Only AVs get enflame in teams. Solo of course, I stick it on the boss or maybe an important lt. Crowd Control knockdown keeps most of the running under control. I also made this char to utilize the Sorcery changes.
  21. In my eternal tinkering with pure mace Bane builds. I decided to try out the new Sorcery pool changes. Turns out they work great, providing some decent AOE and a solid ranged attack. Enflame is so much better now that it's a 60 sec toggle. Arcane Bolt is a good ranged attack once the new build up mechanic fires. I can talk numbers instead of impressions now, since this exists. I was in a 4x8 kill most Market Crash with a strong team. The tank loved to gathering up mobs. Of my damage, 27% from was Enflame. It appears to tick between 3-4 times a second from 10-17 damage for 8' around the target. Crowd Control, my bread and butter attack, was only 17%. Side note, if anyone was in doubt about how ridiculous OP Ion judgement is, it was 23% of my damage with only 17 casts. The build is nice solid solo/team mace bane. Running both maneuvers, assaults, and TT:tactics. I do not have end issues, even running low level TFs like Yin. Of course, that's with a fully setted out build. The only time end becomes an issue is things like Pylon tests. Most everything else dies before end even remotely becomes an issue. Soloing is easier because of the extra Enflame damage. Nicely, Enflame does not cause re-draw, but Arcane Bolt does. Can't win them all. Build:
  22. I love defenders, but find them exhausting to play. Too much attention to the team widow, too many buffs or debuffs to manage. So, I have come up with this lazy build taking advantage of the new sorcery pool changes in Issue 27, page 2. I thought about Radiation first, but too much re-toggling of debuffs and no mez protection. Sonic Resonance turned out to be the best primary for being lazy and do some damage. On a team, I buff resists, then stick Disruption Field and Enflame on the aggro magnet. Enflame will cause some fleeing, so pick someone with a taunt aura. If a teammate seems to be taking a lot of hits I put Spirit Ward on them and cover them with Sonic Dispersion, giving them another 21% resists. I have yet for someone to die with Spirit Ward on them. That's it. Enflame needs to be recast even 60 seconds. Resists buffs every 2 mins. Attacking key target's resists with my attacks. I thought I would have to go very slow through my attacks, so I wouldn't run out of endurance. But it's been good. Actually, I have not run out of end once. Though, I am not rotation aggressively through my attack chain. The char is level 34 and relaxing to play for long sessions. Currently, I only have max SOs slotted. The build:
  23. Folks running this test might find this useful.
  24. I like to put Spirit Ward on singy, since he's drawing more aggro now. You have to take two powers before Enflame might as well make the most of them.
  25. One more Night Widow specific shower suggestion. Since, I apparently suck at using Eviscerate and often skip it. I know about the jump trick, but never remember to use it. Move Eviscerate to level 32 and make as big as Bane's crowd control. That would make it worth taking IMO.
×
×
  • Create New...