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It doesn't. The highest defense applicable (25% in this case) will be used.
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Well that's sad, I can see why its done this way, but to be honest it doesn't make sense to me.. -
Say you have 20% Def to Melee, and then 25% Def to Smashing Damage.
Sounds bad, yes?
If say a Maniac Slammer level 50 (same as you) uses his Hammer, would it have a 5% chance to hit? Due to it having to go through the 20% def to the melee, and then the 25% to his damage type, smashing, for a total of 45% def?
Or does it not work like that...
In other words, does Positional Def Stack with Typed Def? -
...ASelf Heal in Electric Armor would make all the other ATs jealous...
btw, does the build code work? I did the whole transfer each power 1 by one into the set through mids and I know it doesn't work with the Link Build...
Should I post the readable version? -
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I doubt scrapper ELA will have CP.
(I'm wondering if brutes will keep it as well. It could be an opportunity to kill two birds with one stone and address the balance concerns many brutes players have about ELA.)
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...If only it did, that would be sweet, with enough rech, you'd have a "Perma" CP Effect on you.
But, if its not there, what would replace it? That's the thing, I can't think of anything... -
I've always wanted Electric for Scraps after the first time I saw Lightning Rod...however after a while Electric Melee wasn't that big a deal anymore, it was elec armor.
So naturally when I heard Elec was coming I've been dieing to make one.
At first I though, Ooh, Spines/Elec...but then I was debating whether or not it would become the new Fotm, and I try and steer away from those, going a similar but not the exact thing. Then I thought Katana. I've had a Katana/Regen before, but didn't care for all that clicky stuff, but Elec is more of a Toggle and Go, and I heard that Lightning Field is a good end drainer...
Anyways here's my thought up build, tell me what you think...
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Edit: Shoot, forgot to mention that this was a more geared towards Arena, hence the 2 CPs AND Powersink. My pve version would take the taunt and epic out, and put in super speed, aid other-aid self, and Lotus Drops... -
Ok, perhaps I shouldn't have showed you... that build, but perhaps the one before, the only I was actually mad about...(Dumb me...) So, from what I heard, yes, the KB IO, and a rech in Dark Regen...
I know you all would love to see me complain bout an IO build, but like I've said numerous times in other posts I am horrible at making money, no matter how many of those market guides I read, though I recently managed to get enough merits for a Lotg +7.5% rech on my shields tank, but it hasn't sold yet....
So even 3 -Kb IOs would take me a while to get...
Tanker: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Dark Embrace -- EndRdx(A), EndRdx(3), ResDam(13), ResDam(34)
Level 1: Jab -- Acc(A), EndRdx(7), Dmg(15)
Level 2: Murky Cloud -- EndRdx(A), EndRdx(3), ResDam(11), ResDam(34)
Level 4: Death Shroud -- EndRdx(A), EndRdx(5), EndRdx(5), Acc(15), Acc(34), Dmg(43)
Level 6: Obsidian Shield -- EndRdx(A), EndRdx(7), ResDam(13), ResDam(50)
Level 8: Dark Regeneration -- EndRdx(A), EndRdx(9), EndRdx(9), Acc(11), Acc(37), Heal(43)
Level 10: Hurdle -- Jump(A)
Level 12: Hover -- DefBuff:30(A)
Level 14: Fly -- EndRdx(A)
Level 16: Hand Clap -- Acc(A), Acc(17), EndRdx(17), RechRdx(19), RechRdx(37), Dsrnt(43)
Level 18: Health -- Heal(A), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), EndMod(25)
Level 22: Knockout Blow -- EndRdx(A), Acc(23), RechRdx(23), Dmg(25), Dmg(37), Dmg(40)
Level 24: Taunt -- RechRdx(A), RechRdx(45), Taunt(46), Taunt(46)
Level 26: Oppressive Gloom -- Acc(A), Acc(27), Dsrnt(27)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), RechRdx(33), ToHit(33), ToHit(33)
Level 30: Cloak of Darkness -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(31)
Level 32: Kick -- Acc(A)
Level 35: Tough -- EndRdx(A), EndRdx(36), ResDam(36), ResDam(36)
Level 38: Foot Stomp -- Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 41: Salt Crystals -- RechRdx(A), RechRdx(42), Acc(42), Acc(42)
Level 44: Quick Sand -- RechRdx(A), RechRdx(45), RechRdx(45), Slow(46)
Level 47: Stalagmites -- RechRdx(A), RechRdx(48), Acc(48), Acc(48), Dmg(50), Dmg(50)
Level 49: Soul Transfer -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
And Since you were intereseted, here's the Shields/Ice Build. She be level 31, just to let you all know...
Jakke, this is my first level 50 tanker, however I leveled a Willpower/Ice tanker to level 39 before this one...
[color= black]Thank you all for your advice, hopefully this guy will be able to compete with my Shields later...[/color] -
Well, I dinged 50 on my Dark Armor/Super Strength Tanker a few days ago, and...well, I'm not too pleased. I know there's no -kb IO, but he get's knocked around like a rag doll, and on big mobs Dark Regen just doesn't get to come up fast enough. So, I went crazy and made his build well...very scary...
And now, with my new and shiney Shields/Ice Melee Tanker, (who recently hit 31) is what seems to be much stronger (defensively) and will end up being even more offensive, with better mitigation...
Here's my build...
Build 1B
Build 1A
As you can see there is no travel power ("Farmin'" Build) and I took the presence pool for Invoke Panic. With IOs I'd plan to put in a bunch of dmg procs, but lets be honest, I'm never gonna get around to that.
I've never deleted a level 50 toon, but his performance is so un-exciting I feel like I could right now...He pvp's ok but that's nothing to be excited about...I don't wanna just delete him if there is a chance he *could* be saved, but is it worth my time if he's just gonna be surpassed in every way by my Shields Tanker? -
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yep, its Amerime, but the art studio in Korea I think.
I was more suprised that Cartoon network paid for a cartoon that didn't insult the intelligence of anyone over the age of 12.
I'm not a purist though, any show that can mix buddhist ideals with spectacular fight scenes gets tops marks in my opinion.
[/ QUOTE ]
Actually Avatar was Nick, not CN.
That darn CN"Real" Stuff is really annoying me with them -
Thank You Very Much For posting this! I can now go all Ebil on Dat Rad/Fire!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Very Ebil Indeed: Level 50 Magic Blaster
Primary Power Set: Radiation Blasts
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg:50(46), Thundr-Dmg/Rchg:50(46)
Level 1: Ring of Fire -- GravAnch-Hold%:50(A), GravAnch-Immob/EndRdx:50(17), GravAnch-Acc/Rchg:50(42), GravAnch-Acc/Immob/Rchg:50(43), GravAnch-Immob/Rchg:50(43)
Level 2: Irradiate -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(3), Oblit-Dmg:50(3), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(50)
Level 4: Combustion -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(5), Oblit-Dmg:50(5), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(50)
Level 6: Hover -- EndRdx-I:50(A)
Level 8: Swift -- Flight-I:50(A)
Level 10: Fire Sword Circle -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-Dmg:50(11), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(50)
Level 12: Aim -- HO:Membr(A), HO:Membr(13), HO:Membr(13)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17)
Level 18: Cosmic Burst -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(19), Apoc-Acc/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Dmg/Rchg:50(42)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(40)
Level 22: Blazing Aura -- Sciroc-Dam%:50(A), Erad-%Dam:30(23), Oblit-%Dam:50(23), EndRdx-I:50(37), EndRdx-I:50(37), EndRdx-I:50(37)
Level 24: Build Up -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Neutron Bomb -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Acc/Dmg/Rchg:50(34), Ragnrk-Dmg/Rchg:50(34)
Level 28: Consume -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc:50(29), Efficacy-Acc/Rchg:50(29), Efficacy-EndMod/Acc/Rchg:50(31), Efficacy-EndMod/Rchg:50(31), Efficacy-EndMod:50(31)
Level 30: Aid Other -- IntRdx-I:50(A)
Level 32: Atomic Blast -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(33), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(34)
Level 35: Burn -- RechRdx-I:50(A), RechRdx-I:50(36), Dmg-I:50(36), Dmg-I:50(36)
Level 38: Hot Feet -- Armgdn-Dam%:50(A), Oblit-%Dam:50(39), Erad-%Dam:30(39), EndRdx-I:50(39), EndRdx-I:50(40), EndRdx-I:50(40)
Level 41: Bonfire -- RechRdx-I:50(A)
Level 44: Fire Shield -- S'fstPrt-ResKB:30(A), HO:Ribo(45), HO:Ribo(45), HO:Ribo(45)
Level 47: Aid Self -- IntRdx-I:50(A), Numna-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Mrcl-Heal/EndRdx/Rchg:40(48)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -
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http://boards.cityofvillains.com/showfla...=0#Post13770697
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when did that pop up? Lol ty for that link -
Soo...if anyone reading this has jumped over to the Rad Blaster thread they will have noticed a Mids build posted that uses Rad Blasts on a blaster.
I would just like to know how to do this. I remember doing this porting when Firey Aura was gonna come out for scrappers, but I think since then its changed how it works.
If anyone knows how to do this (Port Rad Blast to Blasters in Mids) Please help me out. Thanks... -
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For the people wanting ice/ice armor, what would they do with hibernoob seeing as it is available in the apps now?
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Swap it for Hide
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What about icicles?
ice armor was going to be a very easy port, just drop icicles for hide. Done. Then they went and added hibernoob to the ppp's.
That move means they now have to create a new T9 for stalkers ice armor. My bet is that whatever it is it has a locked recharge . Though I suppose thanks to "no phase" hibernoob does too.
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If they port ice to stalkers an exact copy of Ice Armor is exactly what I do not want. I would much rather prefer an Ice "Manipulation" like I posted earlier, like a "Fog" rather than a bulky ice block.
Can you really see an ice block thing trying to crouch down like Spines/Claws/Elec Assassin Strike? Err....
Ice Melee? Sure. Ice Armor? Not so much... -
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Ice Melee/Armor would've been soooo much better on a Stalker
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I don't understand what the appeal of Ice Melee is for Stalkers. It's one of the lowest damage melee sets around. Perhaps someone can explain?
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Well, I'm really wanting an Ice "Fog" style armor for stalkers, just because it would really thematically fit into a stalkers style of play. Nothing says something bad is about to happen like a whole room suddenly turning -5 and you can't see anyone doing it... -
Yay, I can change the pink pom-poms of death to Blue to match Ice blasts, and I can change my Sonic Blasts and Thermal Radiation to actually match the name I choose for my character!
I'm so rolling a Broadsword Stalker and a Earth Assault Dominator when this comes out!
(Btw, no Fire for Def's? I would have never seen Traps/Assault Rifle coming to 'em) -
I'm no ice/ or /stone person, so I can't really say anything about your build.
Now, I don't know what your planning on doing with this build, so I can only assume normal lead tanking.
With that in mind, I would suggest getting rid of Build-Up for Fault.
If you are willing to do a respec, I would also suggest taking out one of your Mallets to squeeze in Fire-Ball into your build. I've seen plenty of /stone brutes and tanks skip a Mallet and do perfectly fine.
...Those are just my 2cents, take it however you want. -
I would like to see another way to get these extra slots without pulling more money out of my pocket.
...I have my reasons... -
As far as Primaries go, Id say pre I13 it was Fire+Ice>Sonic
After I13 (And once we got psy) Id say Psy (Cause its still bugged)>Sonic>Fire+Ice
As far as secondaries go EM is probably top b/c of Boost Range, Then I would say Elec and Psy are good in their own ways, Elec has the massive melee and end drain while Psy has Drain Psyche and World of Confusion which can be slotted for CP-Contagious Confusion which could be good stalker resistance.
And Epics, well most choose Ice for the Heal, Hibernoob and Def based Shield with Snow Storm (I guess not so much of that now) But I myself prefer the Munitions pool for the Auto Shield and Surveillance.
Either Way pick any of those sets and you got a nice Damaging Blaster...You choose your poison. -
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And like I've said several times already, the changes suggested will only make a bad system worse. Simply bolding yourself while completely ignoring what I wrote isn't productive in the slightest.
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No, I didn't ignore you, hence the Bolding. I said, without breaking the system, that obviously means that you are right in that the whole system needs a revamp... Though the whole point of suggestions is that they are picked apart and to be thought through, I mean well in the suggestions I've made, trying not to be over-compensating but simply stating that all of it is just wrong without much explanation isn't very productive either...
So there, were both not very productive according to each other... -
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But I would like to see is someway to make toons that can get access to tons of stealth actually able to use it without breaking the system...
[/ QUOTE ]This is my point, the change suggested would only break the system even worse. The entire stealth system needs to be revamped, minor changes like this will only make things worse.
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I would say at least make it so that more than ONE +perc power is requirened to see a non stalker with stacked stealth ie stealth + stealth IO or stealth + sup invis
[/ QUOTE ]It's already like that. Base perception is 500ft, and non-Stalker/non-Arachnos stealth cap is 571.5ft. If you have no +perception, you will never see a stealth-capped opponent. (Well, until they hit you, which drops their stealth...)
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Except most ATs have access to a power that grants +To-Hit, which can then be slotted with a Rectified Reticle, +Perception, which Grants 100ft of perception, putting you at 600ft.
That's 1 Perception Enhancement, not even a +perception power you have to take, and it beats out a Stealth power AND a Stealth IO.
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You can build around stealth. And your suggestion wouldn't change that, you'd still be seen likely just as often.
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Can I build around stealth and be unseen by people that have but ONE +perc source ? >.>
[/ QUOTE ]Why should ONE source of full stealth beat ONE source of full perception? One should counter the other.
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Except for that its not 1 percep beating 1 stealth, its 1 percep beating 2 stealth...
That, is clearly not balanced...
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And again, you can't ignore the SoA or Stalkers, raising the other ATs will impact the SoA at the very least which 2 of the 4 branches are built around stealth (unlike the other ATs where Stealth does nothing but stealth).
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KitsuneKnight is 100% correct.
I don't think the whole zone needs to be running around at increadible levels of stealth. Any AT can achieve decent levels of stealth, for which opposing AT's would have to counter (or not see them at all). But they don't need to have SoA levels of stealth at all.
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Perhaps raising the stealth caps shouldn't be the answer, maybe lowering the Perception Base from 500ft to a point probably around where the Perception IO will let you see someone with just the Stealth IO. So then someone with a stealth power and a stealth IO will not be seen by someone with without at least a percep io and that +percep power. That, would be balanced...
But I would like to see is someway to make toons that can get access to tons of stealth actually able to use it without breaking the system... -
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<snip>
Seeing the old guard of PvPers all leaving the game, the new ppl supposed to be the ones the changes were made for saying they wont play this (I'm in this category)... And the large majority of the people playing it now being obviously the ones who dont understand how it works... (lol@ppl in the zone still firing their melee attacks when AS/Kick/Flurry deal twice more dmg ??)
<snip>
[/ QUOTE ]
theres the myth that has got to stop.
Yes, mids shows kick, as, etc, as crazy dmg, but in reality, they are really not.
Real in game play Example:
Reading all the Numbers from right clicking the powers, Kick on my DA/SS Tanker is the second weakest power, only ranking in better than Jab. I have Jab, Haymaker, KoB, Kick, Fossilize, Hurl, and Stone Prison as attacks. That's 6th out of 7.
Boxing, on the otherhand, shows up weaker than kick, and so does Air Sup. and Jump Kick (Through Mids w/ no buffs on) So in-game, those should translate into the same rankings as Mids shows.
Now, I have Flurry on my Illusion Controller...
Numbers on Mids say its the highest dmg of anyof the pool attacks, and some in-game experiences seem to point to that. However, Flurry is behind on my Illusion Controller after I'm pretty sure all my attacks, (Blind, Spectral Wounds, Hurl Boulder, Seismic Smash, and Flurry) if not than it's only better than Blind.
So there, Flurry is probably the only pool attack worth going out of your way to get, and 1 of the Fighting if your getting tough and/or weave...
So Please, Please stop it, and stick to your Normal AT attacks... -
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Now, other ATs... can all hit their stealth cap with Stealth/Stealth Power (I.E. Shadow Fall) and a Stealth IO
[/ QUOTE ]Non-stalkers/arachnos will cap their stealth with just two stealth powers, no need for the IO. (571.5ft PvP cap, 389ft from each stealth power). Stalkers and Soldier of Arachnos need 3 sources of stealth in order to be capped, but other ATs only need 2 (1 if you're in Illusion Controller or you're teamed with an Illusion Controller)
Non-arachnos can see Non-stalker/arachnos from 581.5ft when the target is at the stealth cap and the viewer is at the perception cap. Normal ATs can see stealth-capped Arachnos at 301ft, and capped Stalkers at 10ft. Arachnos can see normal ATs at 689.1ft, other Arachnos at 408.6ft, and Stalkers at 117.6ft.
[/ QUOTE ]
^^ This.
The reason Stalkers have a higher stealth cap is simply because that's necessary for them to do what they do - Assassin's Strike. You're not really very assassin-like if everyone can see you, are you? Stalkers need the time to set up an AS uninterrupted or their biggest advantage is worthless (contrary to popular belief, getting an AS off against a competent player is, while easier than it was in I12, difficult). VEATs have a higher stealth cap than the average AT because again, they have controlled criticals from hide, though they don't require an interruptible set-up time. The best counter to a Stalker is not to stack up lots and lots of perception (though that helps), but to always be moving. A Stalker can't AS you if you're always moving (unless they're really good at predicting where you'll run by them or land from a jump).
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If you read through it all I did note I know Stalkers need the stealth to do their job, VEATs had slipped my mind of the other that have higher stealth, but you can still see them at close range with a Perception Power+Perception IO, unlike Stalkers, where you need to have Perception Cap to see Stalkers at "very" close range or something like that...
I would really like something minor to change 'bout the whole stealth thing but I doubt it ever will... -
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First, soft cap is 45%
Secondly, you don't need to absolutely have soft capped ranged defense with a set like storm...
Third, my god, you're gimping half your AoE dmg.
Fourth, Blood Mandate in Tornado.
Fifth, if you're going for ranged defense, why exactly don't you have zephyr sets in CJ and SS?
Sixth, stealth pool?? Is this for pvp exclusively? Most ranged AT's will have access to an Aim variant, negating any def bonuses you've accrued.
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1. Yes, I know its 45
2. True, but I was looking to see if it was possible
3. Half? Unless you mean not taking TT, in which case, yea... Agreed
4. Can it not really take that set?
5. Well, uh, not sure. I guess end concerns and slots for CJ but again not to sure...
6. Stealth pool...well What I had did was had a Dark/Kin build in Mids with all the power places and slots for the Dark blasts in place, and just swapped with Stormie to see what I could do with it. I wouldn't think that another other pool could go without as little slots, but who knows.
Perhaps this Sonic/Thermal will make you feel better...
(Oh, and disregard the fact that the shields nor heals were taken, yes Duelist! Lol)
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hmph: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shriek -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(13), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(27), Thundr-Acc/Dmg/Rchg:50(27)
Level 1: Warmth -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(43), Numna-Heal/EndRdx:50(43), Numna-EndRdx/Rchg:50(45), Numna-Heal/Rchg:50(45), Numna-Heal/EndRdx/Rchg:50(46)
Level 2: Scream -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg:50(3), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(43)
Level 4: Howl -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(5), Ragnrk-Acc/Dmg/Rchg:50(5), Ragnrk-Dmg/Rchg:50(7), Ragnrk-Dmg:50(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 8: Shout -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Dmg/Rchg:50(11), Thundr-Dmg/EndRdx:50(11), Thundr-Acc/Dmg:50(34)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Amplify -- RechRdx-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(33), EndMod-I:50(50)
Level 22: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(23)
Level 24: Shockwave -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(25), ExStrk-Dam%:20(25)
Level 26: Acrobatics -- EndRdx-I:50(A)
Level 28: Forge -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-ToHit/Rchg:50(33), GSFC-ToHit:50(33)
Level 30: Stealth -- RedFtn-EndRdx:50(A), RedFtn-Def:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/Rchg:50(34), RedFtn-Def/EndRdx:50(42)
Level 32: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 35: Heat Exhaustion -- Acc-I:50(A), Acc-I:50(36), Acc-I:50(36), RechRdx-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Melt Armor -- Achilles-ResDeb%:20(A), AnWeak-Acc/Rchg/EndRdx:50(39), AnWeak-DefDeb:50(39), AnWeak-Acc/DefDeb:50(39), AnWeak-Acc/Rchg:50(40), AnWeak-DefDeb/EndRdx/Rchg:50(40)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), HO:Ribo(42), RctvArm-EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 44: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 47: Soul Storm -- Lock-%Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(48), Lock-EndRdx/Rchg/Hold:50(48), Lock-Rchg/Hold:50(48), Lock-Acc/Rchg:50(50), Lock-Acc/Hold:50(50)
Level 49: Phase Shift -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]12% DamageBuff(Smashing)[*]12% DamageBuff(Lethal)[*]12% DamageBuff(Fire)[*]12% DamageBuff(Cold)[*]12% DamageBuff(Energy)[*]12% DamageBuff(Negative)[*]12% DamageBuff(Toxic)[*]12% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]8.63% Defense(Fire)[*]8.63% Defense(Cold)[*]25.8% Defense(Energy)[*]25.8% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]35.5% Defense(Ranged)[*]14.3% Defense(AoE)[*]6% Enhancement(Heal)[*]47% Enhancement(Accuracy)[*]2.5% Enhancement(Held)[*]30% Enhancement(RechargeTime)[*]22% FlySpeed[*]60.2 HP (5.62%) HitPoints[*]22% JumpHeight[*]22% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 3.3%[*]MezResist(Stun) 2.2%[*]17.5% (0.29 End/sec) Recovery[*]22% (0.98 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]22% RunSpeed[/list] -
Well, I guess I just found one that can. At 52.2% def to ranged W/Cj on (48.1% with SJ on) Here's a Dark/Storms Corr...
Night Fall, Gimped? Maybe, but The Acc To-Hit Debuff Set had Rang Def in it.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hrmmh: Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Dark Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(5), Thundr-Acc/Dmg:50(7)
Level 1: Gale -- ExStrk-Dam%:20(A), ExStrk-Acc/KB:20(7), ExStrk-Dmg/KB:20(9)
Level 2: Gloom -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Acc/Dmg:50(13), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(15)
Level 4: Snow Storm -- EndRdx-I:50(A), EndRdx-I:50(9), EndRdx-I:50(11)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Steamy Mist -- RedFtn-EndRdx:50(A), RedFtn-Def:50(17), RedFtn-Def/EndRdx:50(17), RedFtn-Def/Rchg:50(21), RedFtn-EndRdx/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(39)
Level 12: Moonbeam -- ExecCtrt-Stun%:50(A), ExecCtrt-Dmg/Rchg:50(23), ExecCtrt-Dmg/Rng:50(23), ExecCtrt-Dmg/ActRdx:50(25), ExecCtrt-Dmg/EndRdx:50(25), ExecCtrt-Acc/Dmg:50(27)
Level 14: Super Speed -- Clrty-Stlth:50(A), HO:Micro(27), HO:Micro(29)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(29)
Level 18: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(37), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-ToHitDeb/Rchg:50(43)
Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31)
Level 24: Night Fall -- Cloud-%Dam:30(A), Cloud-Acc/EndRdx/Rchg:30(33), Cloud-ToHitDeb:30(33), Cloud-Acc/ToHitDeb:30(33), Cloud-Acc/Rchg:30(34), Cloud-ToHitDeb/EndRdx/Rchg:30(46)
Level 26: Life Drain -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Acc/Dmg:50(34), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36)
Level 28: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(37), Zephyr-Travel/EndRdx:50(37)
Level 30: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 32: Invisibility -- Krma-ResKB:30(A)
Level 35: Tornado -- ExRmnt-+Res(Pets):50(A), ExRmnt-EndRdx/Dmg/Rchg:50(39), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-Acc/Dmg:50(40), ExRmnt-Acc/Rchg:50(42)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(46)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), HO:Ribo(45), HO:Ribo(45), HO:Ribo(45)
Level 44: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 47: Soul Storm -- Lock-%Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(48), Lock-EndRdx/Rchg/Hold:50(48), Lock-Rchg/Hold:50(48), Lock-Acc/Rchg:50(50), Lock-Acc/Hold:50(50)
Level 49: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]28.6% Defense(Energy)[*]28.6% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]39.3% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]28% Enhancement(Accuracy)[*]37.5% Enhancement(RechargeTime)[*]2.5% Enhancement(Held)[*]26% FlySpeed[*]36.1 HP (3.37%) HitPoints[*]26% JumpHeight[*]26% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 5%[*]MezResist(Held) 9.95%[*]MezResist(Immobilize) 7.2%[*]MezResist(Sleep) 5%[*]MezResist(Stun) 5%[*]MezResist(Terrorized) 5%[*]15% (0.25 End/sec) Recovery[*]10% (0.45 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]11.3% Resistance(Fire)[*]14.4% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[*]26% RunSpeed[*]2.5% XPDebtProtection[/list]