_Ail_

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  1. _Ail_

    FF/? pairing

    Quote:
    Originally Posted by Sailboat View Post
    Well, just the one reason. He's playing hardcore -- a single defeat means death.
    I understand that. I am sorry if I did not make that clear. I still think it is largely wasted though and he would be better off with something else.
  2. _Ail_

    FF/? pairing

    Yeah, I'd go FF/Beam with weapons or FF/Sonic otherwise.

    You already have PFF...There's no reason to go absolutely overboard with defense and take dark. And /Sonic has both siren's song and screech, so it is not like it doesn't also have defensive options in it.
  3. There is a proposed change in the thread by Synapse later today that would make AS not really change much... still 88.5% (or similar) chance for it to proc in a 100% recharged AS.

    Wait and see...It might not be that much of a nerf after all. I am sure that the constructive comments by people in the thread, however, contributed to Synapse re-considering things.
  4. Quote:
    Originally Posted by Synapse View Post
    Okay, here's what I've come up with. The differences are FAR less dramatic than my first proposal:

    1) Increase the PPM value by 20-25% (So a 4 PPM proc would become 5ish PPM) NOTE: The exact amount is still being figured out.
    2) Replace the Base Recharge used by the PPM formula to only take into recharge enhancements affecting that power. This means recharge boosts from powers like Speed Boost, Hasten, Chrono Shift and Global Recharge from Enhancement effects like Luck of the Gambler's: +Def/+Global Rech 7.5% are not factored in.
    3) Procs will have a maximum chance to trigger. I'm leaning toward 90-95%. There will be a minimum chance to proc equal to 5 plus 1.5 per PPM. Only the most extreme instances of very low recharge, cast time and area factor will cause this to occur.
    4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger).
    5) The formula will treat Area Factor differently. Instead of simply using the flat Area Factor of the power, it will use 1 plus 75% of the difference between 1 and its actual AF. I think I heard a couple of you say "Huh?" Let me give you an example and then explain why.

    Let's take a look at Dark Regeneration shall we? It has an Area Factor of 4, base recharge of 30 seconds and cast time of 1.17s. Using current PPMs with Essence Theft (3PPMs) it has a 39% chance to proc per target.

    With the new formula we'll treat area factor as being slightly smaller than it is now. So the new formula would treat this Area Factor as 3.25. (1+(.75*(Actual Area Factor-1)). The simple version is: Area Factor will have a smaller impact on proc chance reduction.

    Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):

    CURRENT PPMs
    Assassin Strike
    Base Recharge: 15 seconds
    Cast Time: 1 second
    Area Factor: 1

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 4

    Proc Chance: 106.7%

    PROPOSED PPMs
    Assassin Strike
    Base Recharge: 15
    Cast Time: 1 second
    Area Factor

    Stalker's Guile: +Rech/Chance to Hide
    PPM: 5

    0% Power Recharge
    Proc Chance: 90%

    33% Power Recharge
    Proc Chance: 90%

    66% Power Recharge
    Proc Chance: 83.6%

    100% Power Recharge
    Proc Chance: 70.8%

    Superior Stalker's Guile: +Rech/Chance to Hide

    0% Power Recharge
    Proc Chance: 90%

    33% Power Recharge
    Proc Chance: 90%

    66% Power Recharge
    Proc Chance: 90%

    100% Power Recharge
    Proc Chance: 88.5%

    PPM: The above values are assuming we apply a 25% bonus to existing PPMs.

    Now the why...

    As many of you have mentioned it seems odd to penalize players' proc chances for strengthening their builds with global recharge. So, only recharge modification from enhancements and enhancement-like effects (like Alpha Slot effects) will modify proc chance. We also realized, after looking at a great number of affected powers, that we were over penalizing AoE powers with PPMs. So, we've lightened the impact Area Factor has on the formula.

    Thanks for all the great feedback and really making me look for creative, but appropriate ways to solve this problem.

    Thoughts?

    Synapse
    I like this much, much more! Good job!
  5. I don't know anything about /Earth so I will keep silent about that.

    Just looking over it VERY briefly, Ice Storm looks underslotted. It is a good attack. I think it is worth putting enough slots into it that it is useful.
  6. Beam/NRG blaster works very well. I would just stick to your original plan and go with it...IMO get almost all beam attacks and none/few except the buffing ones from the secondary. Munitions epic shares some gun models with beam if you want to go that route as well. Ranged (soft capped to range that is) hoverblaster IMO, which is nice because: (a) It is cheap--not sure that is relevant for you but it gets tiresome spending a fortune on every single character; and (b) It is very effective.
  7. How's you attack chain? Do you have enough recharge to run it? Maybe spiritual if you need more. If you are fine recharge-wise, musculature is always good.

    Yes, if you have end issues, cardiac is good, but you indicated that you did not have end issues.
  8. Quote:
    Originally Posted by Snowzone View Post
    I personally think it's a boring one-trick pony. Can't go wrong with Flashfire, Fire Cages, run into melee with Hot Feet and watch things melt.

    Is there much else to say?
    It's a one trick pony but its a good trick. Also, spam char now because with the ATO proc it incrases your damage. Char is so quick animating that it won't slow you down much.

    To answer the OP: It is still very good. I would build for permadom and capped s/l. I did this before converters but it ought to be much cheaper now.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    but realize your perma dom status depends on never getting hit with a single -Recharge debuff. And lacking that one power is seriously hurting your build.
    First off, I like Oedipus_Tex's build MUCH more than the original one and think that he politely pointed out many faults and tried to correct them.

    That said, I should point out that if you have a kind of borderline-perma perma-dom, then frenzy is invaluable. If you suck so much that you are always losing dom it is not going to help you, but if it is just a matter of every one in a while you mess up, frenzy is going instantly to get you back up to speed again.

    For this reason, I think that people should play doms as villains by default. I am biased of course because I play all characters as villains by default, but in this one case I just might be right...
  10. Quote:
    Originally Posted by Mad Grim View Post
    This is the reason I made a SM/DA brute instead of an SM/DA stalker. Need that talker to not gasp for breath every fight before I get SOs
    SOs? I have a mid-30's inv/staff tank and I have been running solo at x8. I have the miracle and numina uniques as well as the perf shifter proc and I run the endrdx form toggle and I can still run out of end attacking AOE nonstop in those big x8 spawns.
  11. Quote:
    Originally Posted by blueruckus View Post
    Plus, Stalkers don't need to spend a power choice to receive this benefit. It just feels like this kinda mechanic (Dual Pistols also) should just be part of the set inherently. Seriously, what's the design reasoning behind Stalkers getting it for free while the other sets have to spend a pick on it and lose out on build up?
    I personally think the endrdx toggle is awesome, and stalkers can't use it. So it is not like it is all rainbows and unicorns for stalkers.
  12. Quote:
    Originally Posted by Jet_Boy View Post
    A good set, all in all.[*]Poor initial selection (4 pretty identical normal staves, 2 joke staves (broom, pipe), Trident, and Tech staff/glaive)
    The broom is perfect for my witch named Occult though. She has a broom and a witches hat and all that... I even put a black cat on her shoulder--so sue me.
  13. I have it on a tank with a bunch of toggles on and the endurance discount form helps noticeably. Maybe I won't use it end-game, but in leveling it is very useful.

    I think discounting the versatility of the forms is a mistake. It is unfair to say "Staff has less ST dps than StJ and so sucks." StJ doesn't have the option to have endurance relief (or the other possibilities) and this has some value.

    Also, the AOE on staff seems pretty good. I have no complaints about it for now.
  14. Quote:
    Originally Posted by RiverOcean View Post
    D.S. is just one of those powers that people react badly too. Even when used prudently. It doesn't matter if the caster used it to stop a complete team wipe. Or if he/she stopped a particularly nasty ambush... most of the team freaks out "ZOMG u stopped me from hitting enemies.... noooooes...".

    I find it great solo though, but I'll rarely use it on a team. Even if I think it will save someone from faceplanting.

    It's not a bad power now, its just highly situational.. so in that respect it hasn't changed.
    If you use it in a "team about to wipe" situation then typically other people are also using their "team about to wipe" powers. So someone is doing their aoe hold and someone else is doing an aoe nuke, etc. And by dimension-shifting you have just rendered those useless. The aoe hold and nuke would have let people keep on attacking and finishing things off. Dimension shift is just pissing people off.

    I honestly don't see much of a use for it in a team about to wipe situation. The only uses for it that I see are:

    (1) Solo if for some reason you couldn't be bothered to spend 5 mins getting the Warburg phase power instead and save a power slot.

    (2) Slotting purposes. Gravitational anchor and enfeebled operation both have solid set bonuses.

    or
    (3) In a team situation which is not a team about to wipe situation where you clearly say ahead of time exactly when and where you are going to use it and everyone is on the same page as you. There would probably be a better way of solving whatever issue you are trying to have it solve, but at least then everyone would know.

    I think quitting a team with someone playing a grav character before they have even done anything is rather premature. I would agree though that dimension shift went from about 0/10 to about 2/10. I see its main use as letting you slot grav anchor for another purple or enfeebled operation for 4.06 s/l def and a little recharge.
  15. StJ/SR I changed my build to the one below and gave up a little recharge but gained an actual attack in heavy blow. I tried once and then died and then tried another time and got 3:40 total time. So this is just in 2 tries total. I made lots of mistakes and misses though so I am sure many could get a faster time doing what I was doing.

    Chain was not Auroxis's (which--don't get me wrong--is doubtless better) but instead AS-CU-HB-SC-SB so that I didn't have to worry about syncing things up if AS missed and so that at least CU is used as soon as it gets up and is used at combo lvl 3.

    T4 musculature and T4 degenerative radial but no temps, pets, etc.

    As per Ricodah's suggestion I put tough on the bar...lol...I am sure one of the pros could take this and get a much better time as I always seem to get like a minute longer than them even when I am supposedly doing exactly the same thing.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Luck: Level 50 Natural Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Heavy Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), Mako-Dam%(5), C'ngImp-Acc/Dmg/EndRdx(7)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
    Level 2: Sweeping Cross -- Armgdn-Dmg(A), FotG-ResDeb%(9), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Acc/Rchg(11), Armgdn-Dam%(13)
    Level 4: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-EndRdx(19), RedFtn-Def(21), RedFtn-Def/EndRdx(21), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(23)
    Level 6: Assassin's Strike -- SStalkersG-Rchg/Hide%(A), Hectmb-Dam%(25), SStalkersG-Acc/Dmg/EndRdx/Rchg(25), SStalkersG-Dmg/EndRdx/Rchg(27), SStalkersG-Acc/Dmg/Rchg(27), SStalkersG-Dmg/Rchg(29)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(29)
    Level 10: Focused Senses -- LkGmblr-Rchg+(A), RedFtn-EndRdx(31), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33)
    Level 12: Agile -- DefBuff-I(A)
    Level 14: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(34)
    Level 16: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36)
    Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), FrcFbk-Rechg%(37)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39)
    Level 22: Dodge -- DefBuff-I(A)
    Level 24: Practiced Brawler -- EndRdx-I(A)
    Level 26: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), Achilles-ResDeb%(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 28: Quickness -- Run-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Crushing Uppercut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), UbrkCons-Dam%(43)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 38: Superior Conditioning -- P'Shift-End%(A)
    Level 41: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(50)
    Level 44: Aid Other -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(46), Panac-Heal/Rchg(46), Panac-Heal/EndRedux/Rchg(46), Panac-Heal(48)
    Level 47: Aid Self -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50), Panac-Heal(50)
    Level 49: Combat Jumping -- Winter-ResSlow(A)
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Born In Battle
    Level 50: Musculature Core Paragon
    Level 50: Ageless Radial Epiphany
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Vorpal Radial Final Judgement
    Level 50: Carnival Radial Superior Ally
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A), Panac-Heal(13), Panac-Heal/EndRedux(15), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(17), P'Shift-End%(19)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 130% Enhancement(RechargeTime)
    • 89% Enhancement(Accuracy)
    • 10% FlySpeed
    • 81.32 HP (6.75%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 8.8%
    • 23.5% (0.39 End/sec) Recovery
    • 50% (2.51 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 12.6% Resistance(Fire)
    • 12.6% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Heavy Blow)
    • MezResist(Immobilize) 2.2%
    • 13.55 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hide)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Armageddon
    (Sweeping Cross)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Fighting)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Fighting)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Superior Stalker's Guile
    (Assassin's Strike)
    • 15% Enhancement(Accuracy)
    • 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Senses)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Absolute Amazement
    (Boxing)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gladiator's Armor
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Ragnarok
    (Spinning Strike)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Shin Breaker)
    • MezResist(Immobilize) 2.2%
    • 13.55 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Hecatomb
    (Crushing Uppercut)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Evasion)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Panacea
    (Aid Other)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Panacea
    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Winter's Gift
    (Combat Jumping)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Panacea
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • MezResist(Repel) 1000% (10% chance)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  16. Quote:
    Originally Posted by New Dawn View Post
    If I said it once I'll say it a billion times..

    I was a damn sight more happier with Defiance 1.

    Defiance 2 is just a bit, it's a bit like having a meatball in the fruitbowl. So I am going with the idea of Blasters getting looked at.
    I'm with you. The current version is too much like fury for my taste.

    The original version was unique and quite a bit of fun. Sure, it promoted being on the edge of death, but it was a blast!!!!!
  17. Reppu is on a crusade to nerf StJ and so can be counted on to overestimate its capabilities. Reppu will doubtless deny it, but look at the constant nerf-hounding by Reppu in

    http://boards.cityofheroes.com/showthread.php?t=287205

    and decide for yourself. They are absolutely single-minded in the thread.

    I find the AOE to be pathetic and not worth bothering with. 6' radius = don't bother. Yes, if this was your only character and you were struggling to have enough AOE to farm (or whatever) you might bother with it, but let's be honest: CoX is an alt-friendly game and there is no point trying to do significant AOE with a character whose only AOE consists of a small narrow cone and a 6' radius targeted sphere. Just switch to an alt that does actual AOE mayhem.

    I do think it does great ST damage (even though I can't seem to manage what others have done in Pylon tests) and is a real blast to play. If you want to play a set that absolutely melts EBs and the like, StJ is a blast to play.
  18. It is a marginal attack but people who play a fire/fire want AOE fire damage and it does that. Breath of Fire is a cone and not that useful for a tanker surrounded by enemies. So you are left with fire sword circle.

    Have 2x the aoes is a lot better than just having 1x the aoes.

    It is your call but I think you will be disappointed.
  19. I'm gonna delete my 50 fire/fire brute. Not having combustion sucks.
  20. I wouldn't worry about margin.

    Just make sure you have villain alignment and the frenzy power. Then you can pop it ASAP if you ever lose domination.

    This is by far the easiest way to insure that you always have domination.

    Recharge is 6 mins and surely you won't mess it up more frequently than that.
  21. Dark assault is a nice blapper set with a heal.

    I am having a real hard time getting excited about dark control though, even ignoring the wolfie issues.
  22. Hi all,

    Here's a different one with less recharge but softcapped everything (including psi.)

    Worth it? Or is the previous one better?

    As before, dark melee used as a substitute for staff fighting.

    Best,
    Ail

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Occult: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Staff Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3)
    Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Precise Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 4: Guarded Spin -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(15), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(17)
    Level 6: Dull Pain -- Panac-Heal/Rchg(A), Numna-Heal/Rchg(19), Dct'dW-Heal/Rchg(19)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(21), RctvArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25)
    Level 10: Taunt -- Zinger-Dam%(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
    Level 16: Eye of the Storm -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 20: Resist Physical Damage -- GA-3defTpProc(A), ImpArm-ResPsi(33), ImpArm-ResDam(34), ImpArm-ResDam/EndRdx(34)
    Level 22: Staff Mastery -- Empty(A)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(37), LkGmblr-Def(37)
    Level 28: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(39), S'fstPrt-ResDam/Def+(39)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40), LkGmblr-Def(40)
    Level 32: Serpent's Reach -- Apoc-Dmg(A), Apoc-Dmg/Rchg(40), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 35: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(45)
    Level 38: Sky Splitter -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 41: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx(48)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Stealth -- SW-Def(A), SW-Def/EndRdx(50), SW-Def/EndRdx/Rchg(50)
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Spiritual Core Paragon
    Level 50: Degenerative Core Flawless Interface
    Level 50: Rebirth Radial Epiphany -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(11), P'Shift-End%(13)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 21% Defense(Smashing)
    • 21% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 11.63% Defense(Energy)
    • 11.63% Defense(Negative)
    • 26.63% Defense(Psionic)
    • 13.5% Defense(Melee)
    • 8.81% Defense(Ranged)
    • 12.25% Defense(AoE)
    • 1.8% Max End
    • 36% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 274.1 HP (14.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 12.1%
    • 13.5% (0.23 End/sec) Recovery
    • 66% (5.15 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 6% Resistance(Psionic)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Impervium Armor
    (Temp Invulnerability)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Kinetic Combat
    (Shadow Punch)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Eradication
    (Shadow Maul)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Cleaving Blow
    (Shadow Maul)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Impervium Armor
    (Unyielding)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Soul Drain)
    • 10% (0.78 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Luck of the Gambler
    (Invincibility)
    • 10% (0.78 HP/sec) Regeneration
    • 21.08 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gladiator's Armor
    (Resist Physical Damage)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Impervium Armor
    (Resist Physical Damage)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 3% Resistance(Psionic)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Tough Hide)
    • 10% (0.78 HP/sec) Regeneration
    • 21.08 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 21.08 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse
    (Laser Beam Eyes)
    • 16% (1.25 HP/sec) Regeneration
    • 56.22 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Psionic)
    Scirocco's Dervish
    (Dark Consumption)
    • 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Kinetic Combat
    (Midnight Grasp)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Impervium Armor
    (Resist Energies)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 3% Resistance(Psionic)
    Shield Wall
    (Stealth)
    • 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 2.5% (0.04 End/sec) Recovery
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  23. It is interesting that in incarnate trials at least, my characters with mez protection get mezzed MORE than those without it.

    Take a BAF as an example... A ranged blaster-type build will basically never get mezzed but a melee type will get zapped by someone near them who was over-ringed aggro-wise.

    In a Keyes everyone gets mezzede with regularity but again the melees are more susceptible to getting disintegrated (even though it doesn't happen often.)

    This does not hold for "regular" lvl 50 content though.

    As far as the OP's question goes, I actually did something very similar to this by recently levelling a beam/nrg and a DP/dark. The beam/nrg fared much better in "normal" content because it was a standard ranged hoverblaster build. The DP/dark will definitely eventually be much more overpowered with IOs (to shore up def and to get recharge high enough that HoB is up all of the time) but fares much worse in normal content.

    Ranged hoverblasters are pretty direct and easy either solo or teamed and don't really have much difficulty as far as I can tell.

    Note: I think blasters need a buff. Just making sure that you are not misunderstanding me.
  24. Is there any way to leverage the AOE of StJ to good benefit?

    Is Mids accurate in saying SS has a 6 ft radius?

    Maybe tanks and/or brutes can herd things up enough to get a lot of benefit from a 6 ft radius attack but stalkers don't shine at it.

    And yes StJ also has a small 50 degree cone attack as well.

    Honestly, I think you have to view it as a ST oriented set on stalkers and leave it at that.

    I saw some earlier posts in this thread that said basically, "It is top tier ST and also very good AOE." I don't really see how it has very good AOE on a stalker. Maybe someone could explain to me how to do it.

    Maybe I am biased because of my current main of a fire/fire/fire dom...but I play StJ/SR and it might as well not have any AOE as far as I am concerned because the AOE sucks ***.

    I do think the StJ/SR is a LOT of fun though and has GREAT ST damage.
  25. Fun is really very very subjective. I can see a lot of people who would be bored to death of melee ATs. I have some real-life friends who have told me that their CoX experience consisted of: (1) Choosing a melee AT. (2) Getting some random pointless door mission. (3) Going into the mission, turning on toggles, and then randomly pound attacks.

    These same people then talk about how quickly they quit the game years ago. I try to tell them that there is a lot of variety out there if only they would look for it, in builds and in missions.

    So I would instead talk to the person and see what sort of character they wanted to play before suggesting more. My first 50 was a TA/A in '05 and it actually took me a really long time to play the melee ATs because they bored me out of my mind.

    So I might recommend someone to play a defender, dominator, tank, stalker, whatever, depending upon what they said they found was fun.

    I tend to agree with the people who recommend blasters over scrappers/brutes regardless. The blaster will at least teach basic awareness of things. An /SR scrapper could conceivably go through most of the game not realizing that some enemy types are much more tricky than others and not really understand much of what goes on in the game, mechanics-wise.