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Posts
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Curious, damagewise I don't see why not but could this build with the -damage from KM solo most AVs with only the spiritual alpha and reactive interface (no lore etc).
Hero Plan by Mids' Hero Designer 1.953
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KM Elec Recharge: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(13), Aegis-ResDam/EndRdx(40)
Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 6: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(13), Aegis-ResDam/EndRdx(40)
Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(43)
Level 10: Power Siphon -- RechRdx-I(A), AdjTgt-ToHit/Rchg(11), AdjTgt-Rchg(11)
Level 12: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(46), Aegis-ResDam/EndRdx(48)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Grounded -- S'fstPrt-ResKB(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27)
Level 20: Energize -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(21), Tr'ge-Heal/EndRdx/Rchg(21), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40)
Level 26: Kick -- Acc-I(A)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(36), Aegis-ResDam/EndRdx(50)
Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), DefBuff-I(39)
Level 38: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(45), EndMod-I(46)
Level 41: Focused Accuracy -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), DefBuff-I(48)
Level 49: Power Surge -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Heal-I(39), RgnTis-Regen+(43)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(31), Efficacy-EndMod/Acc(34)
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Quote:To make them better. No reason, as a resistance value that it shouldn't be increased for a tanker. It's part of the set, as a resistance value. I see no reason why it shouldn't be AT modified just like a stable resistance like HPT would be. So it works differently, but still is a resistance within the set.At triple the numbers, there would be almost no reason to play any other tanker.
As to the scaling passives, you can lobby for them to be larger, but they are not bugged. They are explicitly functioning as intended, and there is no rule that mandates they scale upward with tanker modifiers. Those resistances don't even use scrapper or tanker modifiers in the first place: they are hardcoded to generate the same result regardless of archetype.
That's just one of those things, like how Hurl is a ranged attack that uses the melee modifier, so tankers, scrappers, and brutes don't have to actually pay the range penalty built into their damage modifiers. Its like that. -
Well that depends to other issues with the set. But the numbers should be ported over properly is what I was getting at. I'd still prefer to see my changes implemented to SR, but the devs are so stubborn on that.
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So between scraps/brutes and tankers. For all resistances and defense powers, the Scraps/brutes values are at 75% of the tankers. So, unless the ingame numbers in the power info window changes the defense on the auto powers and not the resistance value by a glitch and it actually is ported properly. Then the resistance value of each auto, should instead of being .3% for each health % under 60% health per auto, it should be .4%. Please fix this.
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Can anyone tell me/explain the -recharge cap on AVs. And how they resist -recharge. Considering an Ice/Time and wondering if it's redundant.
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I would avoid energy armor. While it does have some perks to it don't forget about all the redraw you'll have to be doing on a set that already has slow attacks when you stop to use one of those powers and don't have any momentum. I'd suggest TW/WP over all because of this reason. Elec is a decent choice but I'd prefer it as a tank than as a brute.
One that hasn't been mentioned that is pretty beastly all around, TW/Stone Armor. With granite keeping you near invincible outisde of psy, build your bonuses and alpha's to combat granites weaknesses, and you have aoe in spades from TW. -
Quote:Oops yeah mean't temporal selection. The annoying thing to Chrono shift is the recovery only lasts for 30 seconds, not for the full 90 which makes no sense to me and bugs the crap out of me lol. I'd have to check my build as far as if I put 6 Efficacy Adaptors if I'd still have perma Chrono shift, but I know it wouldn't be as easy till you get to Alphas. Plus, by slotting it with healing, also lends the whole "make sure they're alive to actually USE the buff, scenario", all just depends on the team both are useful.Assuming you meant temporal selection instead of time's juncture.
I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).
Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.
I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons. -
I'd personally slot chrono shift more for healing than end mod and just manage your own end within the set. Time's juncture can be very useful for regenerating allies. End result slotting on that and temporal mending I'd say would be 5 doctored wounds for the recharge bonuses. Same for Chrono shift then add an end mod in the last slot.
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Quote:It wasn't going to be an aoe "king" but now its aoe is going to be much more limited. The ST hold, even with damage I could have done without, especially with the Life Drain change, those 3 would have been more than enough ST damage, but now the set's lame in the aoe department for a set that only has cones for the aoe.People the cones? Whut?
If you want AoE/damage king, there are plenty of sets that can pull that off. Dark is about control and survivability, and it's looking great to me from that approach. Most of your beef seems to be that the set doesn't meet your expectations, but honestly, those expectations don't sound like anything remotely close to what Dark Blast was in the first place.
Also, side note. Y'know what sucks? Having to retype a post three times because of that durn logout bug.
And yeah that bug SUCKS! -
yes to everything but psychic attacks a granite tanker will survive the best. however you heard the penalties. with proper slotting other sets can get close and not have as much psychic weakness or the penalties of granite. I have an elec/km tanker that will be pretty amazing. very high resistance perma energize or a few seconds from it (still think they need to reduce its recharge to 90 seconds or increase the regenerate portion to 60) and has resistance to slow end drain etc. bed the damage reduction from km and its a beast that never runs out of end.
I also like SR and can imagine it for tanks but it can have its holes especially le the enemy has to hit buffs -
it's still pretty lame they should people the cones at least. or just get rid of the knockback or as I mentioned make it knockdown. was really looking forward to the awesome combo of a dark/energy blapper cause I was waiting for this but they completely just ruined it. planning to use the single target backs to fill in dark's lack of ST damage. good AoE before this change AoE power boosted decrees and heal . now that's all ruined Devs REALLY messed up by doing that
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fail, losing faith in the devs again to make proper decisions
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Been a while since I last checked but are they still REALLY merging night fall and torrent completely failing the best AOE synergy of the set?
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Quote:I already have a plant/ta, so that's not that big to me there considering you can't control where the acid mortar hits and it's small radius. If they increased the radius on that then maybe. But as i've explained there are other sets that also debuff those things. On good teams the damage they do to themselves anyways is hardly a considering factor.Actually Acid Mortar would be perfect for Seeds, it debuffs def and resists, meaning enemies hit each other more frequently and harder.
And I apologize in advance for my brusqueness, but to any one that says "IMO traps is terrible outside of AVs. The situations where it's even that useful outside of that is rare" I can only say "lrn2play". That's truly a mind boggling statement, so much so it's not even worth countering.
I'm not saying I haven't been useful on my traps. but the FFgen can be slow sometimes to pertaining on your positions, the triage has a long recharge, so fast teams will hardly notice it nor use its duration fully, acid mortar, make it mobile with a larger radius of the aoe and we'll talk. Seekers, even if placed in the mob, they can take the alpha at least, but usually get killed before detonating and are slow to detonate and can't be controlled. Poison trap is somewhat decent, but having it be a pbaoe location instead of a ranged location fails the power IMO. Time bomb, we all agree is useless,(obviously not "all" but you know what I mean) and trip mine, setting up takes long for good effect, and mob-mob usually gets interrupted and even then not THAT damaging IMO for the set up time mid-battle vs risk. -
Meh, I don't take much stock in mortar and poison gas, seekers, creepers, caltrops, aoe defense at all, When the enemy is confused, the rest of that really doesn't matter. On the rare confuse-free mobs, traps isn't going to do much against them, think even nemesis.
IMO traps is terrible outside of AVs. The situations where it's even that useful outside of that is rare. -
I personally want it for plant/traps for the spirit tree/triage combo. I don't think it would be anywhere near overpowering but would in general be nice since they don't follow you around to have one ready ever y battle on the faster late game teams.
Grav/traps. would be funny but on late game teams, meh.
And poison, I really fail to see where it stands out much more than /cold does outside of a ST heal but at a MUCH larger loss. -
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Eww, happy for aim, but converting torrent and nightfall together? Booo, unless they make the knockback in torrent a knockdown
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Thermal on a defender? Epic!
41%ish resistance plus the heals!?? Forge will be epic coming from a defender too! -
Controllers aren't getting traps!!!!?? That's the only proliferation I REALLY wanted
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OMGOMGOMGOMGOMGOMGOMGG I just creamed my pants!!!!!!!!!!!! I hope they replaced dark pit with aim!
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So wait brutes are getting katana/Bs? where can i find dev notes pertaining to this?
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Quote:SR also has scaling resistances, those definitely come into play. On a brute they come into more in play because of the extra HP on a brute giving more incriments for the scaling to be applied.SR only has one layer of mitigation, defense, so I'd get something that adds another layer. DM stacks nicely with its -tohit, but I'd go for a primary with KD or stuns such as Stone Melee, Super Strength, War Mace, Dual Blades or Kinetic Melee (it being the weakest contender in the KD/stun department because its KD/stuns are the least reliable of the bunch).
And although Aid Self detracts from your damage dealing, I'd recommend getting it because that's another layer of mitigation, and SR really needs as much as it can get.
Likewise, i was actually going to SUGGEST KM. The KD is pretty frequent, especially on the pbaoe and possibly guaranteed on the cone.
I hate aid self, always build wihtout it. I pack in enough regeneration so it's usually not needed anyways. With KM, the -damage is also a very good stacking on top of SR and boosts the passive resistances even further.
Here's the build I planned for mine. Not that, I don't think SR should get some sort of a boost such as a resist/max hp auto outside of the other scaling resistances. But it should hold up pretty well once you get your defense bonuses up. -
Quote:I'd second this in a heartbeat as well.
Now, if you want to suggest something like making Temp Power recipes something you buy from vendors and no longer drops, I'd jump behind that in a heart beat. If you want real clutter, it's that garbage*.
And Forbin, if you think the money you make off of common recipes is "a good amount". That's sad. Without those cluttering, you could get an uncommon likely at level 50 that if you crafted it youd sell for a few mil, versus the roughly 70k average for a common recipe. They sell crafted for like 500k tops, but cost 490k to make, and then there is the vendor fee.
There are FAR better chances of something better than commons.
On the same note, It would be nice if they didn't drop at all and were just vendor only like was suggested for the temp powers. I'd also go to say that for the special wings and costume pieces.
But, since you seem to like them dropping for you, I would never try to find a solution that would not work for everyone. Which is why I'm suggesting also the filter, to just not let commons for example even be able to drop for you.
It's just like when there used to be level 50 training enhancements that would drop, but as you see, they put a stop to that, so it's not like they don't see what i'm saying. -
There is no need to respond to EVERY post. You would be on every thread you've ever been on repeating the same thing 20 times.
And that 2-3 seconds, in a vacuum yeah nothing. It's when it's ALL the time. Not pertaining to being lazy, but abhorridly annoyed and inconvenienced yes.
"if you're so inconvenienced then why bother playing"
Yes i'm sure there would have been a cynical response saying something along those lines. Obviously I love the game. This is just something that sticks in my side, so I'm suggesting that. Nothing more. If I wouldn't just get a simple "post it on the forums" email after sending in a petition ingame to get the Idea to the devs to consider, I would have done just that. I didn't need snide remarks, I was just getting the idea out there. It's ultimately up to the devs if they'll use the idea or not.
There is no need to get offended or call people lazy for a simple suggestion. Especially where, should they implement this, I'm sure even who "disagree" with it, would still enjoy not getting flooded by common recipes or like the option to specifically not delete purples etc. Even if you pay attention, mistakes happen. This would help to avoid certain ones.