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Enhancements Questions


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5 hours ago, TheMultiVitamin said:

It's really that notable? Cause like for example looking at Crushing Impact, at 3 it increases Max Health by 1.13%, which is the trend for other sets that also increase Max HP, but having 5 sets at 3 would just mean a 5.65% increase in health which isn't really anything at all to my eyes,

 

It is DRAMATICALLY noticeable when you focus on just one or two effects.  Let me tell you about my invuln tank where I did a discount build, using cheap IO's and getting +regeneration bonuses - which is always the first bonus (just needing two pieces).  I 'frankenslotted' the character - using multiple different sets in each power - and ended up with about 360% regen bonus.  That's about what a regen scrapper has with Integration running.  Picture that amount of regen on a tank's hit points, especially with Dull Pain running.

 

 

5 hours ago, TheMultiVitamin said:

But now my question is why slot a Set IO (aside from the Set Bonuses and Procs) when for example level 50 Crushing Impacts Damage/Endurance just gives 26.5% Damage and 26.5% Endurance, when it'd just be better to slot 2 +3 SO's or regular level 50 IO's of that type?

 

Well, the math is simple.  That Crushing Impact piece is giving you a total of 53% buff without boosting it, so you should compare to level 50 common IO's.  (Sure, the commons can be boosted, but so can the set IO's, so non-boosted is an apples-to-apples comparison).  Set IO's that buff THREE aspects will apply less to each but the total buff will be even higher.  Slot a power with a full set and it will dramatically exceed what can be achieved with common IO's.  This is before we take into account the set bonuses.  The INHERENT enhancement is better than common IO's.

 

Originally on Infinity.  I have Ironblade on every shard.  -  My only AE arc:  The Origin of Mark IV  (ID 48002)

Link to the story of Toggle Man, since I keep having to track down my original post.

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3 hours ago, TheMultiVitamin said:

Oh I see, so I imagine you'd want to mix and match sets on a singular power too to get the most benefit like slotting 2 different enhancements from 2 different sets in a single power that are both Damage/Accuracy for example?

 

You get one bonus for each extra piece of a set you slot in a power past the first. By slotting from more than one set, you are paying the initial cost of not getting a bonus more than once--slotting two 3 pieces of two different sets in a power gets you two bonuses from the first set and two from the other for a total of 4 bonuses as opposed to the 5 you could have had by slotting from one set.

 

The other drawback to split sets in a power is some bonuses only come at 5 and 6 slots.

 

But there are times you will do so because you do not need the higher bonus (either you have maxed out on the attribute, or it does nothing meaningful for you) and/or because you can get the lower bonus of high value twice by splitting the pieces across two powers.  As example, Superior Brute's Fury gives +5 Defense bonus to Smashing/Lethal. You are going to be hard-pressed to find +5 Defense anywhere else on non-special sets at only a 3-piece requirement. Do it twice and you now have +10 Defense bonus to Smash Lethal and 3 slots in the two powers who are available for use. 

 

Splitting Superior Brute's Fury that way loses 4% Damage Buff, +10 Global Recharge, and +6% Smash/Lethal Resistance but there the character in question was already at max Smash/Lethal resistance, is not missing the 4% Damage Buff, and difference of 10% Global Recharge is minimal, even applied to all powers compared to the gain for the character in terms of defense.

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2 hours ago, Ironblade said:

 

It is DRAMATICALLY noticeable when you focus on just one or two effects.  Let me tell you about my invuln tank where I did a discount build, using cheap IO's and getting +regeneration bonuses - which is always the first bonus (just needing two pieces).  I 'frankenslotted' the character - using multiple different sets in each power - and ended up with about 360% regen bonus.  That's about what a regen scrapper has with Integration running.  Picture that amount of regen on a tank's hit points, especially with Dull Pain running.

 

 

 

Well, the math is simple.  That Crushing Impact piece is giving you a total of 53% buff without boosting it, so you should compare to level 50 common IO's.  (Sure, the commons can be boosted, but so can the set IO's, so non-boosted is an apples-to-apples comparison).  Set IO's that buff THREE aspects will apply less to each but the total buff will be even higher.  Slot a power with a full set and it will dramatically exceed what can be achieved with common IO's.  This is before we take into account the set bonuses.  The INHERENT enhancement is better than common IO's.

 

 

1 hour ago, Erratic1 said:

 

You get one bonus for each extra piece of a set you slot in a power past the first. By slotting from more than one set, you are paying the initial cost of not getting a bonus more than once--slotting two 3 pieces of two different sets in a power gets you two bonuses from the first set and two from the other for a total of 4 bonuses as opposed to the 5 you could have had by slotting from one set.

 

The other drawback to split sets in a power is some bonuses only come at 5 and 6 slots.

 

But there are times you will do so because you do not need the higher bonus (either you have maxed out on the attribute, or it does nothing meaningful for you) and/or because you can get the lower bonus of high value twice by splitting the pieces across two powers.  As example, Superior Brute's Fury gives +5 Defense bonus to Smashing/Lethal. You are going to be hard-pressed to find +5 Defense anywhere else on non-special sets at only a 3-piece requirement. Do it twice and you now have +10 Defense bonus to Smash Lethal and 3 slots in the two powers who are available for use. 

 

Splitting Superior Brute's Fury that way loses 4% Damage Buff, +10 Global Recharge, and +6% Smash/Lethal Resistance but there the character in question was already at max Smash/Lethal resistance, is not missing the 4% Damage Buff, and difference of 10% Global Recharge is minimal, even applied to all powers compared to the gain for the character in terms of defense.


Okay so the overall benefit of slotting a single sets setup will ultimately give you a higher bonus then if you had slotted regular IO's while also giving you bonuses to other stats along the way, with Set Bonuses giving even more benefit on top of that. Whereas you'd only use frankenslotting if you're doing a specific build with something in mind.

So I imagine when doing a build you'd most likely be using the same Sets more then once or twice overall to get stacking benefits from their set bonuses as well?

 

 

1 hour ago, Uncle Shags said:


Thanks, this'll definitely come in handy!

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46 minutes ago, TheMultiVitamin said:

So I imagine when doing a build you'd most likely be using the same Sets more then once or twice overall to get stacking benefits from their set bonuses as well?

 

A lot of times yes, sets will get used in a repeated fashion across attacks or defensive powers. But it is all constrained by the limit of 5 set bonuses of the same type and of course the needs of the build.

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49 minutes ago, TheMultiVitamin said:

Okay so the overall benefit of slotting a single sets setup will ultimately give you a higher bonus then if you had slotted regular IO's while also giving you bonuses to other stats along the way,

They key is looking at what IO sets your powers can take, examining what bonuses you want or "need", and then keeping in mind that you can only have 5 of the same* bonuses affect your character at any given time.

 

*When I say "same", I am referring to the bonuses having the exact same % value, (so you could have 5 3% to ranged defense, 5 4% bonus to ranged defense, etc - but you wouldn't get any benefit form a 6th 3% bonus to ranged defense.  Also, some sets have unique IOs whose bonuses can only apply to said character once, like the Panacea chance for HP and END unique IO. 

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The most common things players build for using set IOs are reaching the defense soft cap (45% for normal content), resistance hard cap (75-90% depending on AT), and perma hasten (recharge). Because  the most common damage type in the game is smashing/lethal defense and smashing/lethal damage resistance, it makes this damage type the most common thing to build for. Blasters, controllers, and other ranged ATs/powersets often build for ranged defense; while melee characters often build for melee defense. These positional defenses are less effective than building for smashing/lethal defense which protects against all positions (ranged, melee, and AoE defense), but not all damage types. Of course what actually determines what you build for is what your goals are for the character.  

 

Also, look into Set Enhancements with Special effects. Many are extremely useful.

 

I once wrote an enhancement guide back when playing on the NCsoft live servers that didn't include set IOs, but I'm sure someone has written one somewhere. 

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19 hours ago, TheMultiVitamin said:


I can understand that, but like using the same example, Crushing Impact Damage/Endurance gives 26.5% for both in one IO at level 50, but a single level 50 Damage IO gives 42.4% Damage and a single level 50 Endurance Reduction IO gives 42.4%. So why slot Crushing impact, even if it's 1 less slot and giving Set Bonuses, for nearly half the benefit being gone? Unless you mean that like, slotting the whole Crushing Impact set would result in much more damage then slotting 3 Level 50 Damage IO's (since the rule of 3 applies) overall?

 

Let's take our previous example with Crushing Impact (at level 50 for ease of use).

 

Crushing Impact: 

Acc/Dam - 26.5% to both
Dam/End - 26.5% to both
Dam/Rech - 26.5% to both
Acc/Dam/Rech - 21.2% to all three
Acc/Dam/End - 21.2% to all three
Dam/End/Rech - 21.2% to all three

 

So with all 6 slotted you will have:

68.9% Accuracy
169.6% Damage
68.9% End Reduction
68.9% Recharge 

 

With standard SO slotting of 1 Acc, 3 Dam, 1 Rech, and 1 End Redux. We said earlier that SOs give a max of 38.3% to their respective enhancement. 

 

38.3% Acc
114.9% Damage
38.3% Recharge
38.3% End Redux

 

See the difference? The power with IOs is significantly improved numbers wise overall. Plus, you get the added benefit of set bonuses for your every power and your entire character. 

Now, you won't see these exact numbers when you slot. Due to ED (Enhancement Diversification) there are diminishing returns are you increase your totals. Even with those diminishing returns, you will still see a significant increase in your powers with using set IOs. 

 

None of this really matters much though. Using IOs vs. SOs is purely a decision you make on your own. I have characters that have never slotted a single IO because I didn't feel like it. I also have characters full kitted out that can do things I never thought possible back in the old days. 

 

For a new player, there is a lot to learn, but you have received a lot of really helpful information. Realistically, just playing with SOs won't hinder your experience at all. You may not be able to do some of the things some of the other players around you can do, but in a team you won't notice much of a difference at all. 

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10 minutes ago, jprewitt73 said:

 

Let's take our previous example with Crushing Impact (at level 50 for ease of use).

 

Crushing Impact: 

Acc/Dam - 26.5% to both
Dam/End - 26.5% to both
Dam/Rech - 26.5% to both
Acc/Dam/Rech - 21.2% to all three
Acc/Dam/End - 21.2% to all three
Dam/End/Rech - 21.2% to all three

 

So with all 6 slotted you will have:

68.9% Accuracy
169.6% Damage
68.9% End Reduction
68.9% Recharge 

 

With standard SO slotting of 1 Acc, 3 Dam, 1 Rech, and 1 End Redux. We said earlier that SOs give a max of 38.3% to their respective enhancement. 

 

38.3% Acc
114.9% Damage
38.3% Recharge
38.3% End Redux

 

See the difference? The power with IOs is significantly improved numbers wise overall. Plus, you get the added benefit of set bonuses for your every power and your entire character. 

Now, you won't see these exact numbers when you slot. Due to ED (Enhancement Diversification) there are diminishing returns are you increase your totals. Even with those diminishing returns, you will still see a significant increase in your powers with using set IOs. 

 

None of this really matters much though. Using IOs vs. SOs is purely a decision you make on your own. I have characters that have never slotted a single IO because I didn't feel like it. I also have characters full kitted out that can do things I never thought possible back in the old days. 

 

For a new player, there is a lot to learn, but you have received a lot of really helpful information. Realistically, just playing with SOs won't hinder your experience at all. You may not be able to do some of the things some of the other players around you can do, but in a team you won't notice much of a difference at all. 


Oh man, putting the numbers mathed out like that really helped, seeing it laid out and added up wow that just made it click in my brain immediately. I was using MIDS Reborn to try and compare and it just wasn't clicking till I saw your post, thanks a ton!

 

9 hours ago, BlackSpectre said:

The most common things players build for using set IOs are reaching the defense soft cap (45% for normal content), resistance hard cap (75-90% depending on AT), and perma hasten (recharge). Because  the most common damage type in the game is smashing/lethal defense and smashing/lethal damage resistance, it makes this damage type the most common thing to build for. Blasters, controllers, and other ranged ATs/powersets often build for ranged defense; while melee characters often build for melee defense. These positional defenses are less effective than building for smashing/lethal defense which protects against all positions (ranged, melee, and AoE defense), but not all damage types. Of course what actually determines what you build for is what your goals are for the character.  

 

Also, look into Set Enhancements with Special effects. Many are extremely useful.

 

I once wrote an enhancement guide back when playing on the NCsoft live servers that didn't include set IOs, but I'm sure someone has written one somewhere. 

 

This is some good information thank you! And I now have that link (and the others people have shared with me here) bookmarked and save cause they're so helpful.

10 hours ago, Erratic1 said:

 

A lot of times yes, sets will get used in a repeated fashion across attacks or defensive powers. But it is all constrained by the limit of 5 set bonuses of the same type and of course the needs of the build.


Right, I forget that IO Sets have that rule of 5 along with the rule of 3. 

 

10 hours ago, biostem said:

They key is looking at what IO sets your powers can take, examining what bonuses you want or "need", and then keeping in mind that you can only have 5 of the same* bonuses affect your character at any given time.

 

*When I say "same", I am referring to the bonuses having the exact same % value, (so you could have 5 3% to ranged defense, 5 4% bonus to ranged defense, etc - but you wouldn't get any benefit form a 6th 3% bonus to ranged defense.  Also, some sets have unique IOs whose bonuses can only apply to said character once, like the Panacea chance for HP and END unique IO. 


Gotcha, I just slotted Panacea's Chance for HP/End into my Health inherent cause a guide said so and someone on the discords explained to me why that works (apparently Health has some weirdness to it that allows stuff like that to proc? I thought Panacea's Chance for HP/End wouldn't work at all because, well, it's not a healing power like the enhancement says it needs to be, but nope, it works, you just get a bit of health and end every few seconds.)

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11 hours ago, BlackSpectre said:

These positional defenses are less effective than building for smashing/lethal defense which protects against all positions (ranged, melee, and AoE defense), but not all damage types.

 

But positional defenses protect against all damage types with a few exception (a couple of attacks are not tagged as having a vector). So positionals are just as strong as typed defenses.

 

2 hours ago, TheMultiVitamin said:

apparently Health has some weirdness to it that allows stuff like that to proc?

It's not really weirdness with Health specifically.  Any power that accepts healing sets will proc Panacea.  This includes Fast Healing, Integration, and Rise To The Challenge as well as other regen-only powers.

 

Toggles and Auto powers will have a chance to proc once every 10 seconds.

What this team needs is more Defenders

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4 hours ago, Psyonico said:

But positional defenses protect against all damage types with a few exception (a couple of attacks are not tagged as having a vector). So positionals are just as strong as typed defenses.

Well, I'm not an expert on defense or damage types, but I think it comes down to how often a defense type will protect you in any given battle, and which defense types protect you more often, overall. It's a probability evaluation.

 

From what I understand, and this is all second or even third hand, Smashing/Lethal damage occurs in the vast majority of battles and is used by a vast majority of mobs. It's the most common damage type in the game by far.  

 

In any given battle, are you more likely to be attacked with smashing/lethal damage or from range (or melee)? If you want to soft cap your defense, typically you have to choose a single defense type to build for, so you need to choose only one. Are you more likely to defend against a ranged attack (or melee) or a smashing/lethal attack?  From what I have heard, the numbers lean heavily toward smashing/lethal as the best protection overall. 

 

From my own experience, I am hit by both ranged and melee attacks in almost every battle, so defending against only one or the other of those positions opens me up to taking a lot of damage. Whereas defending against smashing/lethal allows me to defend against both ranged and melee attacks simply by defending against smashing/lethal attacks.

 

Of course this is all conditional and dependent on not only the enemy but also the situation, your build and play style. For example, if you play a flying blaster where you will almost always be at range, then building for ranged defense is not a bad idea. Of course, by picking only one defense type, you also build in your own kryptonite.   

 

 

Edited by BlackSpectre
typo
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If you check this page, you can see any single Enhancement piece with the "global" tag will work (down to a level equal to the lowest that the enhancement bonus works at) even if the power is not available (because Exemplar)  or being used (i.e. toggled off, or not used after the duration of the effect has expired).

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6 hours ago, BlackSpectre said:

Well, I'm not an expert on defense or damage types, but I think it comes down to how often a defense type will protect you in any given battle, and which defense types protect you more often, overall. It's a probability evaluation.

 

From what I understand, and this is all second or even third hand, Smashing/Lethal damage occurs in the vast majority of battles and is used by a vast majority of mobs. It's the most common damage type in the game by far.  

 

 

 

 

 

This may still be true to a decent degree but it is less true than it used to be.  Not too long ago HC devs went through and updated attacks so that each one would have a "main" attack type and can be defended by only that specific typed defense. 

 

Fireball is a good example.  It does around 80% fire damage and 20% smashing damage.  In the past it was tagged as being defended against by fire OR smashing defense.  So if you had smashing defense you'd could avoid the whole thing even though it was mostly fire damage.  

 

Now fireball is tagged as ONLY fire (and AoE of course), so now that smashing/lethal defense does nothing against a fireball anymore.  There were quite a few powers that were updated that way.  So, going the pure smashing/lethal route isn't quite as effective as it used to be, even though it is still going to be the best typed defense to get if you can't get them all.

 

Edited by Riverdusk
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Note, it takes your higher Def number for the actual Def against an attack, so, 40% Melee Def is 40% against all melee attacks regardless of the type, see T/P. If you have 35% S/L Def and 40% Melee Def, then a melee S/L attack is going against 40% versus 35%. 

 

In short, Positional Def armors based sets are easier to Def cap all damage types due to only needing top cap the three positions and get the highest DDR to keep those Def numbers up. The con is the lack of a heal. Type based armors are incredibly difficult to Def cap to all types of attacks and have less DDR. On the plus side, they get a heal, and likely more Res. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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On 11/8/2024 at 8:19 PM, TheMultiVitamin said:

Okay so the overall benefit of slotting a single sets setup will ultimately give you a higher bonus then if you had slotted regular IO's while also giving you bonuses to other stats along the way, with Set Bonuses giving even more benefit on top of that. Whereas you'd only use frankenslotting if you're doing a specific build with something in mind.

 

Exactly.  You almost always want most or all of a set in a power.  Sometimes the last bonus is something you don't want so you might use only five, or put a common IO in the final slot.  Frankenslotting is almost never the best way to go unless you want one effect to the exclusion of pretty much everything else.  Oh, but the other benefit of frankenslotting is that it's generally REALLY CHEAP.  I got that 360% regen tank for about 40 million inf back on the live servers.

 

 

On 11/8/2024 at 8:19 PM, TheMultiVitamin said:

So I imagine when doing a build you'd most likely be using the same Sets more then once or twice overall to get stacking benefits from their set bonuses as well?

 

Sometimes.  The REALLY good sets like ATO's, PvP sets and purples can only be used ONCE each.  Also, you might not have enough powers that take the same type of set.  I will often have three of the same set in the armor powers on a tank.   I don't think I've ever used more than three of the same set in a build.

Originally on Infinity.  I have Ironblade on every shard.  -  My only AE arc:  The Origin of Mark IV  (ID 48002)

Link to the story of Toggle Man, since I keep having to track down my original post.

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On 11/8/2024 at 1:51 PM, TheMultiVitamin said:

 


Oh I see, so I imagine you'd want to mix and match sets on a singular power too to get the most benefit like slotting 2 different enhancements from 2 different sets in a single power that are both Damage/Accuracy for example?
 

You could, but then you are sacrificing the higher requirement set bonuses.  I mean, slot three from set 'A" and three from set "B" and get the 2- and 3-slotted bonuses from those two sets.  It might work out for what you want to do.

And, of course, you can always slot a small set (not every set is 6-enhancements large.  Some are as small as 3 pieces for a full set) and then add 'normal' enhancements or another set, in whole or part, on top of that.

But you can slot multiple sets.  Not every power can take every kind of set, of course, but my fire/fire/fire blaster has several ranged attacks and a few ranged AoEs, but only one option for a knockback set.  So I could slot three of this and three of that in some power, or I could slot all 6 of one set in one power and all 6 of another set in a  second power (or maybe one set is only 5 pieces so then I could slot something else in a 6th slot or not add that 6th slot or whatever).

It's very early in the morning as I type this and I am not in the game or I would try to list some examples, but now I think I need to go to bed.

Edited by OEM61
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Most set bonuses are minuscule, but some are not, especially rech, def, res, and acc. 2 purple sets is +20% rech and +30% acc - that's Quickness from SR or Lightning Reflexes from elec armor, plus a free yellow SO in every attack. Set bonuses also do not count against ED, allowing for eg. powers that recharge far quicker than any SO build can get them to.

 

One thing that hasn't been mentioned so far is damage procs: damage procs allow a power's damage to be effectively boosted beyond the ED cap. Procs are a big part of why modern toons do much more dps than they did on live and why the modern meta is so heavily skewed towards dps above all else.

  

On 11/10/2024 at 10:49 AM, Without_Pause said:

In short, Positional Def armors based sets are easier to Def cap all damage types due to only needing top cap the three positions and get the highest DDR to keep those Def numbers up. The con is the lack of a heal. Type based armors are incredibly difficult to Def cap to all types of attacks and have less DDR. On the plus side, they get a heal, and likely more Res.

 

Typed is usually more slot-efficient; see examples such as 3x eradication (3.125), 3x aegis (3.125) and 4x kincombat (3.75). Positional bonuses of this size are usually 5-6 slots, 4x unbreakable guard being the big exception.

 

The real advantage of positional is that it is not vulnerable to psi - most psi attacks still have a vector - and more often comes bundled with rech (see oblits, basilisks, manticore, cloud senses, coercive, expedient, etc).

 

On 11/10/2024 at 3:50 AM, BlackSpectre said:

In any given battle, are you more likely to be attacked with smashing/lethal damage or from range (or melee)? If you want to soft cap your defense, typically you have to choose a single defense type to build for, so you need to choose only one. Are you more likely to defend against a ranged attack (or melee) or a smashing/lethal attack?  From what I have heard, the numbers lean heavily toward smashing/lethal as the best protection overall. 

 

The great typed defense overhaul a while back put an end to that (praise God!). Those energy/smashing energy blasts now check only energy def.

 

Edited by Zect
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image.thumb.png.fe9c9abb859c1486e2e0c63dca7c5b20.png

 

So taking all of y'alls advice alongside some tips given to me by friends in various discord servers. Man this has been a world of difference. It's not exactly efficient obviously, but this character is only level 27, I'll be using unslotters and refining it as I get higher in level. Getting them attuned cost a bit but I didn't want to have to worry about leveling them individually.

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I slot 1-2 Acc depending if it is a ST or AoE attack, 1 End, 3 Damage, and possibly a Recharge in that order. SR literally gives you +20% Recharge. You're Level 27 and you don't have CU? WTF? There's also zero need to slot Brawl. 

 

To add, you get respects as you level. I have only used unslotters when I was already 50, and switching in a single set or 1-2 IOs. 

Edited by Without_Pause

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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9 minutes ago, Without_Pause said:

I slot 1-2 Acc depending if it is a ST or AoE attack, 1 End, 3 Damage, and possibly a Recharge in that order. SR literally gives you +20% Recharge. You're Level 27 and you don't have CU? WTF? There's also zero need to slot Brawl. 

 

To add, you get respects as you level. I have only used unslotters when I was already 50, and switching in a single set or 1-2 IOs. 


What's CU? Also I slotted brawl right at the start because it was part of my rotation when I only had 2 damaging powers, needing something to fill the gap. Pressing the upgrade button upgrades all enhancements, so it's just been leveling up with the rest.

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Just now, TheMultiVitamin said:


What's CU? Also I slotted brawl right at the start because it was part of my rotation when I only had 2 damaging powers, needing something to fill the gap. Pressing the upgrade button upgrades all enhancements, so it's just been leveling up with the rest.

Crushing Uppercut. It is available at Level 26. I also won't 6-slot a T1 attack that early. I would invest more in other powers. An argument can be made to not even take Initial Strike. By 27 you have enough attacks to skip out on some. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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1 minute ago, Without_Pause said:

Crushing Uppercut. It is available at Level 26. I also won't 6-slot a T1 attack that early. I would invest more in other powers. An argument can be made to not even take Initial Strike. By 27 you have enough attacks to skip out on some. 


Ah, gotcha, I took Lucky as my level 26 and was gonna take Crushing Uppercut on my next level because I wanted the sustainability as this character is only going solo for the whole level 50 ride and was struggling survival wise a bit (at least till I slotted the sets I have now). The ones in Stamina and Health have been a huge help. 

What other powers would you suggest? Because normally when I play I typically take all powers in both my starting powersets and a couple in my movement set, with maybe one of the origin sets like experimentation or sorcery. I build my characters thematically rather then mechanically because I don't really care to do super high level content like advanced difficulty stuff or anything. So I typically only take ancillary pools and slot enhancements that make sense for what I'm trying to do for the character's theme. For example this characters entire theme is "Pure Speedster" so I've been focusing more on Recharge and Endurance to really spam the attacks a lot to reflect "super speed" which has been immense fun so far.

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44 minutes ago, TheMultiVitamin said:

Getting them attuned cost a bit but I didn't want to have to worry about leveling them individually.

It's likely too soon to share this - but getting to understand how the AH works will probably be a wise thing to do in order to save yourself quite a bit of influence. That said, it can be quite a deep rabbit hole. I think learning about the various enhancements, how they work, etc. is probably going to serve you better in the long run. 

But at some point in time, maybe just before 50 and you look at the influence cost for the sets you want to get, it may then be worth reading some of the various guides on how to get the loot to kit out your character. 

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1 minute ago, Ukase said:

It's likely too soon to share this - but getting to understand how the AH works will probably be a wise thing to do in order to save yourself quite a bit of influence. That said, it can be quite a deep rabbit hole. I think learning about the various enhancements, how they work, etc. is probably going to serve you better in the long run. 

But at some point in time, maybe just before 50 and you look at the influence cost for the sets you want to get, it may then be worth reading some of the various guides on how to get the loot to kit out your character. 


Yea I got all these off of the AH, though a person injected me a quite a bit of Inf. to get started when I streamed CoH a couple days ago which is how I have all this currently. I have a few guides up in general for IO sets and the like which have been interesting reads even though I don't fully understand just yet.

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The best way to learn how to build is to download Mids if your computer can run it, then look for builds here on the forums.

Download a few, look for similarities in the builds. If you want a specific build just search these forums for JJDraken(sp?) builds.

That said, I haven't actually tried any of his builds, but asking a person who has built 1000 houses about your own home will probably tell you more than someone who has only built one, two, or none at all. 

😁

Those times you saw no footprints, I had Fly toggled on.

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