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Posts
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Quote:My point is that Repel is nearly useless (it can be an okay panic button, but it's not much beyond that), and Whirlwind is substantially worse - higher endurance cost, much later availability, silly-looking animation.I just put Whirlwind on my second build and could attack with it.
It's way better then I thought it was, still not as good as repel.
Unless, of course, you're after the silly-looking animation, which does make the power stand out from the competition - even Typhoon's Edge or Thunder Strike and friends. The Horse Stance Assassin's Strikes come close, but Whirlwind sets a new bar for looking ridiculous. -
Quote:Up until this point, I was agreeing with nearly everything you said. But, speaking as an inveterate tanker player, I love seeing Emps. Not because I need their L33T H33L1NG 5K1LLZ, but because a Fortituded, AB-ed Blaster is a huge help to team survivability. How? By nuking enough of the spawn that the Tanker only needs to handle the alpha strike. My Fire tanker is great at taking alphas, but can wilt a little under sustained damage - the downside of Healing Flames' front-loaded survivability. If I can know that after diving in, hitting Burn, FSC, HF and Fireball, we'll be down to bosses, then I can be a lot more confident. And, of course, if I can get a Fort too, that's just amazing - I get defenses to keep me alive and damage to deny that to others. It also gives me a little buffer of ToHit against groups like Carnies that can leave my "kill 'em faster" plan a little wanting when my attacks all park at 10% chance to hit.Personally I would take something other then an empath. I feel there is enough for everyone to go around and fix themselves up that I don't need to be holding their hands. Further you do not need 8 players for much of the TF / SF content. How many times have you had a scrapper, blaster, tank or a brute who talks so much trash talk just to play half the TF on his or her back.
Also, because Fiery Aura has no fear protection, so a Clear Mind being available for the Riders or Hami in the LGTF is really nice. So nice, in fact, that I've started an Emp/Ice Defender of my own. And yes, I do blast - in fact, I'm not great at finding teams, so I kind of have to blast a bit while I'm soloing. -
Quote:Invuln is not "just another defense tank". It's another defense tank with capped hit points and 25% resistance to everything. While it's not as nice as 90% S/L resistance, it's far frm negligible.It all depends on how you measure yourself. If you want to do damage and tank, Stone Armor is a bad choice. If all you care about is staying alive and holding aggro, nothing beats Stone Armor. Before I continue, I should mention that almost any tanker set can get the job done under the right circumstances. Teammates' buffs, heals, and inspirations can make any set work anywhere. Stone Armor's advantage is that it almost never needs to rely on outside buffs, and usually doesn't need healing.
Invulnerability is overrated. It is great against S/L damage, but against anything else it is about as good as any defense-based set. Pure ranged energy damage looks like it will be a major threat in Incarnate content if they continue with these swarms of Praetorian Clockwork we have been seeing so far. That doesn't mean Invulnerability is doomed.
If you want a set that gets you close to Granite Armor's survivability without sacrificing damage, Electric Armor is the next best thing. It has the potential to reach the S/L resistance cap, and stacking defense from IO sets can make it as tough as Invulnerability or Stone vs S/L damage.
And by the way, did you miss the set with strong across-the-board resistances and the ability to build for softcapped defenses along with a self-rez and the biggest heal in the game? Y'know, Dark Armor? Oh, I forgot. That sucks.
Anyway, I'd say try and pick a primary that looks like it plays how you want to play. Stone is a wall. Invuln is a juggernaut. Shields and Fire are powerhouses. Electric and Willpower never stop. And Ice and Dark are melee controllers - mobs don't get to attack often, when they do, they miss a lot, and when they hit, it doesn't hurt that much. Pick the one that suits you. -
Quote:How nice, then, that the power only becomes available at level 20, when its already marginal use is rapidly degrading.It sorta helps with crowd control in low lvls 1-20. However, it becomes useless later on since toons get their AOE powers and killing a bunched up mob is easier than running after them when whirlwind spreads them out.
To the OP: It's silly. In fact, it's one of the few truly stupid powers available. Most of its competition are, in fact, repel/KB toggles like Whirlwind - Repel (both for Kineticists and EnA Stalkers) stands out, but at least you can take it at level 4. -
Quote:Well, then the debuffs are 133% effective thanks to the Purple Patch.They were precisely +3, as a matter of fact. I was kicked up to 49 and they were 52s.
Even so, the debuff taking 15% off your defense per hit means that the base debuff is somewhere around 37.5% - more like Defender Irradiate than Defender Neutron Bomb. Maybe BP masks have very high debuff scalars? -
Well, the problem was that this was old fury - full was more like 85%, and Claws being a fast-animating, fast-recharging set let it push up towards 90% fury and keep it there. And at that point, Claws Brutes outclassed not just Scrappers, but pretty much all other Brutes, so they toned it down by making the recharges longer. That means it's much harder to run the same chains that make Claws Scrappers into single-target death machines (and keep your fury bar pushing up against the top), but you can build up a big head of steam and let Spin level spawns.
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Quote:Well, it would also give the Spirit Tree a 30% regen buff for as long as it exists, but since it's an invulnerable pseudopet, that's not particularly useful.The Regen Tissue proc would fire when you place the spirit tree. The +Regen would last for 120 seconds on you and only you. IMO, I would put a recharge IO in the base slot and leave it at that. Or just drop the power all together and pick up something more useful.
General rules for procs and lingering effects: if the proc affects the targets, it should work normally. If it affects the caster, you get one chance on casting, and the pet gets the rest - and most buffs are nearly or entirely useless when given to a pseudopet. -
Quote:The trouble is, level 50 content has accumulated from Issue 1 all the way to I19. I can't really imagine I28 (or whichever issue contains the Omega Slot) having anywhere near as much content as has been built up for 50s. And rendering all that content obsolete except as a way of piggybacking up to full Incarnatedom doesn't seem like a good use of some quite interesting encounters and mechanics.I don't understand the complaints about people being bored due to level shifts. Right now the max level for npcs is level 54, but when Omega slot comes out, then it would be 64. There will always be new challenges that will make up for the level shift. Besides if you want a challenge, then run a level 50 TF with fewer people. I know I would love to try to solo an LRSF, ITF, BSF, or LGTF when I get my Omega Slot. Now that would make my character feel powerful.
I guess the devs are going to say "In the end, we're not forcing you to keep your incarnate powers slotted. If you want a challenge, take out some or all of your level shifts." And I can't really fault this position - if you want to practise a little restraint, you're free to do so. And no-one has their shinies forcibly stripped from them. -
I share your pain. Although I have managed to get a couple of other characters up over 20, they pale to the number of low-level alts I have running around, and are pretty much "parked" at 41 and 30 due to lack of play time. I seem to be able to stick with a character for just long enough to miss my Fire/Fire Tanker, then play her for just long enough to have another awesome idea for an alt.
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Fiery Embrace adds (I think) 40% of your attack's final damage as additional fire damage for 20 seconds. You can see this in the combat log, but it's really easy to see in play. Each attack will produce one extra orange number while FE is up - so Scorch will show two numbers (normal fire damage, bonus fire damage), Fire Sword Circle will give three numbers per enemy hit (normal fire, normal lethal, bonus fire), and Burn's DoT will show four numbers per tick rather than the usual three (don't ask me why). And yes, it's awesome and you want to use it as much as possible.
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Quote:Non-ideal mobs are heavy Psi and to-hit debuffing - that is, Carnies. Healing Flames stacks up to a 60% (for tankers) toxic resistance pretty easily, but Fiery Aura has nothing to Psi, and usually falls back on killing them faster, which heavy -tohit messes with.Ah ha! Now I get to grill you (pun definitely intended) about FA/x tanks!
On unideal mobs (presumably toxic?) what sort of settings can you handle before it becomes either too slow or too dangerous to solo? Can you tank as the main tank on 8 man teams without getting overwhelmed?
Thanks!
I solo +0/x8 on my Fire/Fire tanker, Carnies included, so Rage and the knockdown in Foot Stomp should help. Then again, I don't mind hitting Rise of the Phoenix on a hard spawn (three Master Illusionists and three Steel Strongmen? Really?), so I might not be the best person to ask about "getting overwhelmed".
EDIT: I've also tanked the ITF, LGTF, Kahn, and the STF with no-one else on the team tougher than a scrapper. Don't be afraid of RotP - if you can hit it in a second or two, you'll have your aggro back immediately and avoid a wipe. -
Just a general all-around romp through the LGTF. With a Tanker, three Scrappers, Energy Blaster, Ill/Emp and Elec/Sonic Controllers, and a Peacebringer.
Yes, this team lacks both -Regen and AoE -KB. Yes, the Blaster AoEd and the PB used Solar Flare. And it was still fun. Hami took a little more organising than we'd been using, but we got through okay. The Honoree was a little bit of a struggle, but I think the Ill/Emp had a set of Envenomed Daggers. Anyway, once we cleared the area and all knuckled down, he dropped pretty fast.
Oh, and did I mention that my power dropped out halfway through?
And they said laptops aren't for serious gaming. Batteries FTW.
EDIT: Oh, yeah. We did wipe once, on three Riders. My fault. I forgot to tell either controller that Fiery Aura lacks fear protection, so the tank (me) spent most of the encounter either cowering or dead. -
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Sounds like a good plan.
Also, there are side benefits to playing on a laptop. For example, I was leading an LGTF earlier, and halfway through the third mission (we were actually finishing it for shards) there was a blackout. I quickly dropped the graphics settings a notch, got back into the fray, and was able to finish the TF on the battery. Just as well, really, because the power wasn't back on for over an hour, and I don't think the team would have waited for me. Which would be a pity, because we were having a great time and rolling through most of the content.
Score one for the laptop. -
Dark Melee Scrapper by any chance?
My FA/DM Tank makes a similar noise, though the female voice acting makes it more of a deep, mocking laugh. Interestingly, Fiery Melee seems to have a much higher "Ha-Ha!", which makes her sound vaguely like she's about to buckle her swash and start sword-fighting on the table.
Yeah, the sounds aren't all great. But as a general piece of advice: when you have a problem, it works better to state the issue clearly and succinctly, then make with the witty repartee. -
Quote:You get Flashfire, yes, but pre-SOs you can't use it for every spawn - it's more like every second or third. And on the other spawns, you have what? Cinders? Power Boosted, Domination Cinders maybe gives you long enough to mostly control a spawn before it wears off, but without both of those you have serious alpha-avoidance issues until you get SOs/decent IOs.But you get Fire controls two best powers at 8 and 12? Its best control comes at lvl 12 in Flashfires. I know Seeds is way better early because of its faster recharge and longer duration, but Fire control is certainly not floundering until post 20.
Also, level 8 is Hot Feet. It's nice, but it costs way too much endurance to use as anything other than an "outta my face" button before heavy IO builds. And, well, I have a Fire/Earth, so "outta my face" isn't really a priority. -
A couple of notes about playing CoH on a laptop. Firstly, it's going to be murder on your battery life. I can get three hours out of a full charge, but intensive programs like CoH cut it down to just one hour. Of course, my laptop's not quite as good as what you're talking about, so I tend to run CoH only when it's plugged in and can squeeze out a bit more performance.
Secondly, playing off a wireless internet dongle is probably going to expose you to a lot more lag than you're used to. Get used to queueing attacks, and try playing your sturdier characters - Kinetics corruptors might not be the best choice for a game where you could go through a dead spot and mapserve at any moment.
Finally, heat. CoH will make your laptop put out a lot of heat, and most laptops aren't great at dispersing it. If you try something like a Task Force, you could find the game starting to slow down, then other problems. I find it tends to make me unable to type chat messages a bit before something serious goes wrong. I had to quit and restart between missions on an LGTF this week just to let a bit of heat dissipate after the Hamidon. -
Quote:I'd rather have my key controls by 12 and not really notice what I'm gaining in the 20s than have all my good control come post-20 and spend the first 20 levels faceplanting. *cough*Fire*cough*If we're talking early bloom mid-late flatline Dom control sets, nothing beats Elec/. You're pretty much at your best at...12? The rest of the levels you're using those same powers you get by then. Plants/ shouldn't feel so bad, really.
But I do like Elec/ and I think Plants/ is a very solid control set overall if you can get a bit more range into your two cone seed controls and get Creepers.
Mind/ and Earth/ are probably the top two control sets.
Still, I have to agree on Mind and Earth. They provide the best control of any sets, hands down. What Plant does is give you some very good tools that work quickly, last for a while, and let you spend more time beating people's faces in. Which is what a Dom usually wants to do. -
I'm @AnElfCalledMack, and something of an altoholic. I do a lot of solo story arcs, but I'm happy to have people along, or join in other stuff. Send me a tell and, if I'm online, I can pull out a hero of almost any level to help you out. My highest villain is 20 (never really got the hang of redside), but I'm willing to lackey up if you're willing to have me.
Hope you're enjoying the game again, anyway. -
Soloing with Scourge takes a little getting used to. Basically, you want to drop your opponents below 50% as quickly as possible, then let your smaller attacks scourge to help with finishing them off. If you're using a big attack, odds are that it'll kill them whether or not it crits, while smaller attacks let you leverage Scourge more. One of the big things this affects is rain powers (Rain of Fire, Ice Storm et al) - they have a chance of scourging with each tick, so you can throw one out, follow with your best upfront AoEs, and watch the Scourge ticks rain down.
In teams, not all that different. Throw out your best one or two debuffs, then follow up with AoE. Since everyone else will have used their alpha AoEs by then, you should see a few good Scourge hits. Then take to standard Offender behaviour, prioritising low-HP targets if and when you use ST blasts. -
Oh ye of little faith. 32.5% defense to all positions without the Glad Armor proc and without Stealth. No buffer, but I can use a second purple for that.
And yeah, I was avoiding DN partly because of AVs and higher-levels resisting it, and partly because I'd rather not go Villain for a patron arc if it's not needed.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(27)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 8: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Rise of the Phoenix -- Dsrnt-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
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I've been tinkering in Mids, trying to throw together a build for a Fire/Fire tanker that's one small purple inspiration away from the soft cap. I figured that since I was trying for a full softcap (sorta), I'd be better off going for positional defense. I got there with the help of the Gladiator's Armor proc, but I'd really like to try and do it without - my best attempt without the proc was 32.4% to Melee and AoE and 31.2% to Ranged.
Could anyone help me pick up those last few points to get rid of the ludicrously expensive PvP IO?
Here's the build so far with the IO:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(27)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 8: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(45)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(27), Zinger-Dam%(31), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45), GA-3defTpProc(46)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(48)
Level 49: Rise of the Phoenix -- Dsrnt-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
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Quote:Or compare shards per mission rather than shards per unit time, on a relatively fixed shedule. Say, defeating all on one of the level 50 arcs or the first couple of missions on the ITF (Don't include the last mission unless the one character can solo Nictus Rommy).Sorry but I dont believe this. We have tons of threads where folks qq about the solo vs team drop rates on shard. I agree the kill speed is much faster on teams but the drop rate difference is like night and day. I have even test this myself on some aoe centric characters I have in missions set for 8. There is something to the code that makes it more likely to happen on a full team. I guess what needs to be done is this. Have a tf setup for 8 people, the other 7 folks stay outside the missions while the whole tf is going on. Then have the others to do the same tf again with them in the missions, and then again but have the other 7 just log off. I bet after doing this hundreds of times the shard numbers will be very different in the solo vs team setup.
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Quote:Dammit, now you have me picturing Lughebu as a Druid of the Claw. Anyone here played Warcraft 3?Actually, now that heroes (and villains) are being Incarnates... it'd be great to go toe-to-toe with the Sleeper in Dark Astoria and take back the zone.
Banished Pantheon: "Arise, Lughebu! Behold, the Sleeper has awakened!"
League of 36 heroes: "Yeah, and SO HAVE WE! BRING IT!"
*cut to massive divine curbstomp battle for DA*
Talk about the players being able to do something then that not even the Phalanx was able to accomplish.
Michelle
aka
Samuraiko/Dark_Respite
Still, an epic idea, though the devs might be leery about actually changing the zone afterwards. Maybe you dispatch the Sleeper, but it will take many years for his dark presence to dissipate. In time, Astoria will once more be the beautiful district of Paragon City it once was.
Also, the rest of this thread made me laugh so much. Thank you all. -
Quote:I see how awesome Traps is. I know it's one of the best sets out there for soloing, which I do a lot. I even have a few great character concepts for Trappers. But I can't play Traps. I don't really know why, but the long-duration, long-recharge, largely stationary powers just don't click for me. I honestly had more fun soloing an Ice/Kin Corruptor than any Trapper - just surviving was a rush.Less you die the better.
- I would say traps.
- It allows you to obtain soft defense caps.
- It allows you to solo at very high mission settings of 0/8 to 2/8 or even 4/8.
- It allows you to fight arch villains.
- I honestly don't understand how Traps squeaked by its that good.