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Posts
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Quote:Except your not just gonna stand there and let a sapper/gunslinger pound on you. And if your solo, you could very well get a gunslinger/sapper (lt/minion) which, if you pop BU/aim, you can easily 1 or 2 shot.Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite.
Take a fire/fire/fire blaster for instance, BU/Aim->blaze, dead sapper. with BU and aim still active, gunslinger freezes you. Ok, that happens, but you then throw flares, and fire blast, with a ring of fire for giggles, and hey look, dead gunslinger.
Blaster is still held, but everything is dead, and blaster got hit twice, tops? -
Not that my tri-form shade wouldnt love it, but where exactly does it say Kheld form are getting access to fitness?
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Its called a break free people. seriously, learn to use them. Blasters can easily hit their HP cap of 1606, without the need for massively expensive IOs. my fire/fire/fire blaster has capped HPs, and about an extra SO worth of dam/acc/rech from his other set bonuses on top of near ED level damage/acc/end/rech slotted from his sets in his specific powers and he only cost about 200 million inf to IO out. Most of his items were drops from various other alts, and what didn't drop, i used random merits rolls for, then paid buy it NOW prices for the rest.
Nearly all blaster epics offer some form of lethal/smash protection, be it from resistance, or defense values.
All blaster can take hover. Now, this doesnt fit nearly all the concepts, but it is viable. Hoverblasting alone can reduce the damage a blaster takes by 3/4, as most mobs ranged attacks arent nearly as hard hitting as their melee attacks.
The argument that blasters need help is really pretty lame. Blasters got a massive buff just a few issues ago (i10 or around there i think was defiance 2.0) and while the tier 1 and 2 attacks may not be AoEs, remember this game was balanced around SOs and soloing +0/1 content. So while that blaster may be mez'ed, hes still doing damage to the mez'er, and there usually isn't more then 1 in any given group. In a team environment NOONE can out damage a full fledged blaster.
Taking my fire/fire/fire blaster for example, i have 4 different combos i use that can completely and totally decimate a full 8 man group, and i can survive long enough to pull them off, plus if i do manage to die, Rise of the Phoenix is there to allow me to keep going. Things like hot feet, and rain of fire are whats called 'soft control' a running mob isnt shooting back, and gives you range to shoot at them.
TL/DR version -> Blasters don't need help. Learn to play correctly. Thank you. -
its a modified version of mids, that allows for slotting of inherent fitness. Its not official, but i did find it off the forums, so its here somewhere.
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You want to play a non squishy blaster? Roll a fire/fire/fire dom. Your talking all the controls of fire (AoE ranged stun, immobilize, Hot feet, and pets) plus all the pure awesome damage of /fire/fire, (fireball, fire blast, blaze, fiery embrace which is like BU without the +tohit, and rain of fire) You'll basically be able to out damage, and out survive by blaster, by a HUGE margin.
The highest raw DPS blaster is a fire/elec with can pull about 350 DPS max'ed out to the gills in IOs.
A fire/fire/fire dom can pull closer to 450 DPS, in that same max'ed out situation, and they have better survivability due to hard and soft controls. -
Well Werner, after comparing and looking over your two builds im thinking the only change i would make would be to move the steadfast res/def to One with the shield instead of in deflection. Here are the numbers, just so you can take a look. I personally think it'll be a good trade off for 1 slot move.
Without Deflection having the res/def, and One with the shield having it.
Lethal/smash 32%, with one with the shield active, 57.4%
Nrg/Neg resistance with one with the shield active, 27%
Fire/cold with one with the shield active, 35.8%
Toxic with one with the shield active, 27%
With Deflection having the res/def, and One with the shield not having it.
Lethal/smash 33.4%, with one with the shield active, 55.9%
Nrg/Neg with one with the shield active, 25.5%
Fire/cold with one with the shield active, 34.3%
Toxic with one with the shield active, 25.5%
And thats all i could come up with. It looks like a pretty solid build we've managed to come up with.
Now, looking towards the future, at issue 19, i think i've come up with a decent build for ya. Its basically what you already had, plus hover, fly, and melt armor. Melt armor isnt slotted for much, but i'm thinking if you throw melt armor just before you throw a fireball, or shield charge, it'll make your AoEs do much more damage for the duration its up. and it stacks with your -res proc in fire sword circle. Oh, and i got your some more slow resist, cuz be slowed down is kinda annoying.
Oh, i was also able to make it slightly more end manageable with grant cover going. Should offset the end usage you'll be using from melt armor, so it'll just balance out with more damage potential.
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This biggest problem i have with the new PvP is DR.. I normally run a MM, and i did fairly well in competitive PvP back on the test server before i13 nuked PvP from orbit.
What they don't tell you, is they set pretty solid caps on most squishys using DR. No matter how much inf you throw into a toon, no matter how many PvP IOs, or buffs, or inspriations, you cant get higher then those set caps. Which means my defense capped MM, can never get higher then 20% defense. NEVER. I could run with all my toggles and buffs, or none of them, and my sheer set bonuses along put me near that cap, i toggle everything on, and i literally gain 4%.
If the dev's didnt want a soft capped MM, they shouldnt have given us the option to make one, not set pretty hard caps to just say 'NO'
You also forgot the mass AoE nerf. Basically most AoEs, as they are quick animating, were cut in about 1/2 damage wise, and things like inferno, fireball, etc were completely nerfed to the point where brawl almost does more damage. This was made to nerf the fire/EM blasters from back in the day, but now we have psi/EM that can perma placate.. so i really dont have the slightest idea what the dev's were smoking, but they should atlest have the decentcy to share next time ya know? -
Most brutes/scrappers have MUCH better ways to get end back/end management abilities. Regen, and willpower scrappers/brutes get quick recovery for example, where stalkers dont.
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Lets see here... I fiddled around with it some more, using your improvements, and taking staring at it intently for a good 20 mins, and i think i got something.
I do think your factoring the acc a little weird though, my numbers are getting me over 95% vs +4s...
Using our oh so famous Attack Mechanic equation, I'm getting these numbers
HitChance=AccMod * (Basetohit + tohitmod - Defmod)
Accmod = AccOfPower * (1.0 + SlottedAcc + GlobalAcc)
Basetohit to hit a +4 is 39% or .39
Tohitmod = 6% or .06 from kismet IO
Fire sword = 1.00 acc
Fire Sword Circle = 1.00 acc
Greater Fire Sword = 1.20 acc
Global Acc bonuses = 69% or .69
Acc slotted in Fire Sword = 59.62% or .5962
Total AccMod = 2.2862
Acc slotted in Fire Sword Circle = 59.62% or .59.62
Total AccMod = 2.2862
Acc slotted in Greater Fire Sword = 43.43% or .4343
Total AccMod = 2.54916
Kismet 6% IO = 6% Tohit
so our chance tohit against a +4 would look something like this:
Fire Sword = 2.2862 * (.39 + .06)
= 2.2862 * .45
= 1.02876 = 95% tohit (due to clamps)
Fire Sword Circle = 2.2862 * (.39 +.06)
= 2.2862 * .45
= 1.02876 = 95% tohit (due to clamps)
Greater Fire Sword = 2.54916 * (.39 + .06)
= 2.54916 * .45
= 1.147122 = 95% tohit (due to clamps)
Or atlest according to my math. I've never really trusted mid's when it comes to that.
The only thing i don't like about this build is ranged is just near the cap, and not quite there, but i think i kept everything else about the same.. Except i gave you more recharge, cuz well, recharge is awesome. And i stole a slot from hasten, which really just reduces the recharge on it by 2.9 seconds compared to your original build.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Well, this is something completely different...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
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Level 1: Fire Sword Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Deflection RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(33), LkGmblr-Rchg+(43)
Level 4: True Grit Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19)
Level 6: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
Level 8: Hurdle Jump-I(A)
Level 10: Active Defense HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(46)
Level 16: Against All Odds EndRdx-I(A)
Level 18: Health Mrcl-Rcvry+(A), Mrcl-Heal(19)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(46)
Level 22: Fire Sword Circle Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25), FotG-ResDeb%(27)
Level 24: Phalanx Fighting LkGmblr-Rchg+(A)
Level 26: Boxing Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 28: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33)
Level 30: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Greater Fire Sword T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 35: Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield S'fstPrt-ResDam/Def+(A), GA-3defTpProc(43)
Level 41: Char UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 44: Fire Blast Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Fire Ball Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Critical Hit
Level 2: Ninja Run
Level 1: Swift Empty(A)
Level 1: Hurdle Empty(A)
Level 1: Health Empty(A)
Level 1: Stamina Empty(A)
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Your soft-capped, you can do your attack chain of FSC->FS->GFS->FS, but I'm not sure on the end usage, Not too sure on the DDR either, its saying 51%, but thats without double stacking active defense, so im guessing about 77% give or take, just under your needed.
Your accuracy should be good enough to smack +4 minions around, i'm not sure about much higher then that, and i got a little more recharge outta it. Let me know what you think. -
Hey werner,
I'm currently at work, but I'm gonna take a swing at improving your build when i get some spare time (pretty much tomorrow morning) I'm pretty decent at looking outside of the box, and i know all about maximizing things just because you can. You still lookin for outside advice, or are you tired of tossing respecs at this toon? -
Grab swap ammo ASAP, and always use fire bullets, then do your best to not get into melee. If that isnt working, craft some temp powers (the hand grenades do good AoE damage, and KB, the stun grenades have a decent duration, and you can get a self heal temp power too) from the market (called the trading center or something in praetoria)
Those should help you out quite abit.
Oh, and use your immobilize from your secondary on LTs or higher to keep em at range, i find it works wonders on Ghouls too. -
Provoke allows you to hold threat on the mobs, while you (the player) are in bodyguard mode, thus directing all the incoming damage on you, and not your pets. Pets are extremely squishy when compared to a fully IOed mastermind with bodyguard mode. Bodyguard mode splits the incoming damage to the mastermind into equal parts for the pets. Basically, divide the damage you are about to take into N+1 parts, where N is the number of pets you have. each pet then takes N damage and you take N+1 damage (lame man terms, each pet takes 1 part damage, you take 2 parts damage)
If your holding threat, and 'tankerminding' your pets arent dieing, your not dieing, and you can pretty much tank anything in the game that way.
Do remember that your pets have a higher threat modifier then you do, so it'll take some pretty massive provoking to keep all incoming damage on you.
Your not using it to pull into a field of death, your using it to soak up damage, and keep your pets (and teammates) alive. -
Last count, put my masterminds build around 12 billion, but im a buy it nao kinda person. 5 full purples, the full heal PvP set (complete with proc) the +res PvP proc, the +def PvP proc, and a ton of hami's which V side are just plain insane.
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Could also try lookin up and updating your drivers. Yes, some of the bulk files may have changed, but the mininum requirements didn't, so just update your drivers, and you should be fine *thats exactly what i did, and my card could handle UM maxed. updating my drivers made me go from 10 FPS on my, to 40 FPS without changing a single setting*
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mids rounds crits, to a pure 10% increase (based on the crit chance) so its a averaged out damage number.
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Running the numbers, it looks like with full fury, the brute will be out damaging the scrapper, until soul drain, at which point the scrapper pulls ahead. With soul drain having about a 13 seconds downtime, will the overall damage buff from soul drain for the scrapper, out weight the constant damage increase fury is giving to the brute?
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Howdy guys,
While working last night, i got this idea to make a Dark Melee/SR character, so i came home, and threw a build together as both a brute, and a scrapper. Heres the Scrapper build. I'm ignoring Epics completely, so the AT wouldn't benefit from gloom, or physical perfection. I'm wondering what a good solid Pure dark melee attack chain would look like, and will this build be able to do it?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Alexander Gray: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 2: Smite -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(40)
Level 6: Swift -- Run-I(A)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Nictus-Heal(11), Nictus-Acc/Heal(13), Nictus-Acc/EndRdx/Heal/HP/Regen(13)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(15), ULeap-Stlth(15)
Level 16: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dam%(23)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 28: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 38: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
Level 41: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45), S'fstPrt-ResDam/Def+(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 1: Ninja Run
The brute build is exactly the same, with the toggles coming a little sooner, but otherwise, the same slotting. What you do guys think? -
Quote:To be fair, GoRo is giving us 10 new ATs. 5 new ones for H side, and 5 new ones for V side.. And we're getting new completely new powersets, not 'proliferated' ones. Proliferating, is merely just transferring one powerset directly over to another AT. This is giving is entirely new stuff.Just hoping.
CoV gave us new Zones and Contacts.
GoRo will also.
CoV gave us new Archetypes.
GoRo introduces NO new Archetypes.
CoV gave us a big bunch of new power sets.
(Please read "new power set" to include the "proliferated" powers from hero ATs.)
GoRo will give us 4 new powersets; one available for each AT.
So ... like I said ...
I was just hoping for more.
It just seems like the money spent on Cov netted more "Bang for your buck," as it were.
Plus its 10 bucks less then CoV was.. so I'm thinking the bang for your buck, is still there. -
It looks like a great idea, but the only issue i see with it, is that hide, which suppresses pretty hard, and a +10% defence from a toggle is really the only form of mitigation. Even at SO level, your looking at maybe hitting 20% defense to most things, and even then, not having much else (prolly about 12% resistance, which is really nothing) It seems very offensive, with trip mine, the decoy, and the Adrenline boost, but not very defense.
Stalkers already have a bad reputation about being squishy and always kissing the floor (not that its always true, people just think it is) So giving them a very defense lite secondary will really only add to that. Theres no defense debuff resistance, so one or two machine gun blasts, and its like you don't have a secondary at all, which with the lower stalker hit points (the 20% from the body armor, +20% from accolade actually overcaps you, as you only need about 36% +hps to cap a stalker) means your be doing so much dieing you'll have to play hit and run just to survive.
I'm at work now, so i can't give much thought into what i would change as the powers themselves look pretty solid, and really match a 'natural' assassin type, but it just seems really squishy in its current form. -
ya know, in teams, stalkers out damage scrapper by a HUGE amount. Higher burst in the form of Assassin Strike, and with a tanker, or brute, or mastermind, or heck, a defender or corruptor debuffing things, they can scrap a heck of alot better then scrappers. The higher crit rate while on teams, especially on thier AoEs makes things so much better then your stating.
Yes, they have lower HPs and caps, but in all other aspects, they are equal to or on par then scrappers in the defensive department.
Basically on teams Stalkers > Scrappers. Solo, Scrappers > stalkers. -
Hmmm.. that makes it have limited usage then, unless the storm pets (freezing rain, tornador, T-storm) can get the benefit of power boost as well?
-
Alrighty, after reading all these posts, i think i figured out a more specific build. Of course, i didn't slot out the unique powers for ice, but the powers that all controller have (ST immobilize, ST hold, AoE immobilize, AoE hold, and the pet) i did leave slots open for the other powers, and if need be, i can always take slots from conserve power or power boost.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Chilblain -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(31), TotHntr-Acc/Immob/Rchg(31), TotHntr-EndRdx/Immob(34)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-Rng/Slow(5), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Acc/Dmg/Slow(7), TmpRdns-Acc/Slow(7)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(27), LdyGrey-Rchg/EndRdx(27), Achilles-ResDeb%(29)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23)
Level 24: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 26: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(37), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 28: Ice Slick -- Empty(A), Empty(46), Empty(46), Empty(50)
Level 30: Flash Freeze -- Empty(A), Empty(37), Empty(40), Empty(43)
Level 32: Glacier -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/Hold/Rchg(34), G'Wdw-Acc/EndRdx(34), G'Wdw-EndRdx/Hold(37)
Level 35: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), S'bndAl-Dmg/EndRdx(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Efficacy-EndMod/Rchg(40)
Level 41: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), S'bndAl-Build%(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 1: Ninja Run
My next question, is does Power boost affect endurance drain and -recovery powers? Thats my main reason for getting it, so if it doesn't i'll prolly swap to Psi master for the mez protection, and grab the other two powers in my primary.. What do you guys think? -
Hey guys,
I Got this crazy idea to start working on my elec control/storm controller ASAP, even though i have no way to know what is actually in elec control. What i'm doing now is working out how i'm going to be slotting storm out, plus my power pools, and leaving enough slots to work on elec control when it becomes available.
So my question is, what does one aim for on a storm build? I want this toon to be a sapper, as well, thats what i think elec control will be doing, sapping endurance dry. Without end, and with all the debuffs from storm, im thinking it'll be a very fun build to play, even if it is light on damage (due to being a controller)
So, this is my very rough build, i mostly ignored my primary (i picked ice, for the place holder) and i really have no idea how to slot Tornado, T-storm, or gale.. I want T-storm to really work with the sapping concept, but I'm not sure if the set i put in it will actually do that and let me keeping killings things..
Anyways, here it is.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Chilblain -- Empty(A)
Level 1: Gale -- Empty(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 4: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-Rng/Slow(5), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Acc/Dmg/Slow(7), TmpRdns-Acc/Slow(7)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(27), LdyGrey-Rchg/EndRdx(27), Achilles-ResDeb%(29)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23)
Level 24: Block of Ice -- Empty(A)
Level 26: Frostbite -- Empty(A)
Level 28: Ice Slick -- Empty(A)
Level 30: Flash Freeze -- Empty(A)
Level 32: Glacier -- Empty(A)
Level 35: Tornado -- Empty(A)
Level 38: Lightning Storm -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Jack Frost -- Empty(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 1: Ninja Run
Let me know what i need to improve (while saving about 20 - 25 slots for my primary) and what storm is really all about -
Its 32 bit XP Pro, so its only using 3.25Gigs of my ram, I have a AMD Phenom II X2 550 so its a dual core, and I fully upgraded to the 10.6 drivers, with CCC reinstalled each time i updated the drivers.
I have noticed overall performance increase with the higher end drivers, aside from the GPU randomly becoming nonresponsive, at which point ATI asks for a crash report email (which i send each time) so would it really be worth while to downgrade to the 10.2 drivers? I haven't tested the AO and FSAA compatibility yet, but I've read its working on the 4800 series with the 10.6 drivers, I just wanted to fix the crashing before i started testing around with it. I lowered my settings down to the 'Performance' setting and so far I haven't crashed out.
I'll set up the CCC the way you've listed and then adjust things up from there until it crashes out.