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Posts
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Thats because your looking at poo mans resistance power, not the IO aura power.
The only way to really tell if the 'aura' is working is by those orange triangles, and by doing some math. Have poo man get hit by something hard, like a warwolf. Check your pet combat log, and see how much damage he took. Then get in range of him so he has those orange triangles on him, and have him get smacked by the same warwolf again. The damage should be reduced by 10% (i think thats the aura resistance percent)
Atlest, for a controller or dominator. Masterminds have it easy, as they can actually look at the combat attributes of their pets and see the aura working or not by actively affecting the pets resistance. I don't know why controller and dom pets don't work that way, maybe its something they can add in. -
My fire/fire/fire blaster could pretty easily farm, if i wanted him to, hes built for just pure damage. If you are going to farm on a fire/fire i recommend getting the self rez, and slotting for damage and recharge. That way, when you die (and you will) you'll nuke everything around you as you get back up and take them back out.
I wouldnt get tough/weave, as the fire shield power can take the 3% def proc, and your better off leaning on melee and ranged defence. if you really want to play it safe, take hot feet, and 6 slot it with a multi strike, for the end reduction, nice damage numbers, and decent set bonuses. You best friend on a fire/fire/fire is damage, damage and more damage. Hot feet and RoF are your soft control powers, and really help out to keep things away from, so if your close to the ranged def cap, you can basically always stay in melee range, but never get hit by a melee attack (jump in group with hot feet running, drop RoF for added 'fear' and proceed to nuke away)
One of my favorite tactics is what i call a mini nuke, its BU>aim>fireball>jump into group>fire sword circle. Group dies, just like i hit inferno, and its up alot more often, without the end crash. And consume keeps your end up while your running hot feet, and your resistance toggle. If you really want to go overboard, you can get blazing aura, but i found hot feet to be much better *bigger radius, more damage over time, and the slow/fear component will save your tail ALOT*
Just my 2 inf. -
Blame all the fire/kins really. The dom nerf was just a side effect of that fact a well built fire/kin was soloing +3/8 missions before there was an option to have +3/8 missions solo. That BU proc stacks with FS to benefit thier ToHit, and makes the imps nasty.
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Thats actually fairly good, considering you have no IOs. SS/invuln is a very nice combination, and i'll say go soul master, for Darkest Night (for those pesky Psi bosses) and Gloom, for some up front damage that'll help if you didn't take the Hurl Boulder clone.
My best advice, would be to get some IOs in ya, and aim to cap Lethal/Smash defense, with 1 person (or even 3 to feed fury) in range of invinciblity. That way once you jump into a group, your basically unstoppable, and you won't have the massive crash of unstoppable itself hurting you.
I managed to IO out my SS/invuln/Soul brute that caps with 4 in Melee range (without darkest night running) for about 1.85 billion, but I bought at 'Buy it NAO' prices, you could prolly get the same build for about half that, even less if you spend merits more freely then i did. -
I'll put my money on Fire/WP. Fire's pure 'You die now' damage coupled with WP 'I never die' slotting, and well, you'll be a beast. and SOs/DOs benefit both fairly well.
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Well, wouldnt you know, i just PMed some devs asking the same thing. Apparently, due to the fact the fire imps spawn at level 49, the BU proc doesnt like working with them. Now, granted, I have the Bu proc slotted in Dark Extraction (warshade pet power, which scales with levels) and my assault bot, which is always 50, and it works in both. So it does work, just not in the imps..
my advice, bug some devs. get the fix in with GR. -
After comparing the builds side by side, I'm puzzled by your changes.
The only power that seems to actually benefit from your slotting is Scorch, even with the 6% Kismet IO, most of my powers are more accurate, hit harder, and faster then yours. Yes, the endurance usage is higher per activation, but with Energy Absorption recharging in 27.3 seconds, and my overall recovery being about .05EPS higher then yours (factoring in base recovery minus endurance usage) I'm gaining more endurance then your build would.
Now granted, We still don't know the secondary affect of kinetic melee, and that could have something similar to DM with a self heal, or some kind of siphon power that gives endurance or increases damage. So without knowing that, the slotting on the attacks is pretty iffy. Its basically the difference between slotting Super Strength and Fire Melee, both hit like Mach trucks, but they do it different (Fire uses DoTs, SS uses Rage)
Assuming Kinetic Melee has a straight Build Up clone, that will cover any gaps I'll have fighting anything higher then +2, as anything above 120% Acc in mids has a 95% chance to hit a +2 or lower mob. (using the chance to hit formula) Plus, if you can kill a group of mobs before you run out of endurance, it doesn't matter how close it is, as you always regenerate between groups, especially with the performance shifter proc, and EA covering in the gaps.
The Net gains on your build doesn't out weight the Net loses, but it does give me an idea on how Ice Armor works, especially with a high damaging secondary like fire melee (which i just picked randomly to be a place holder)
Plus there is very little reason to hit ED's caps on things when its only a very slight bonus, and set bonuses themselves are unaffected by EB's caps. So if you cap damage via ED, and get X for the total damage, but also find a way to not cap damage via ED, but still get the same X for total damage via set bonuses, its much more effective to get the set bonus, at lest in my opinion. -
And heres that build i was talking about..
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(13), TmpRdns-Rng/Slow(13), TmpRdns-EndRdx/Rchg/Slow(15), TmpRdns-Acc/Dmg/Slow(17), ImpSwft-Dam%(17)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(50)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19), Numna-Heal(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 24: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(31)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(29), P'Shift-EndMod/Acc(29), P'Shift-Acc/Rchg(31)
Level 28: Icicles -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(46)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(33)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
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)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run
Got rid of the epic power pool, capped to S/L/E/N without EA, and i should still have plenty of end to spare. I'm still using the fire melee 'template' due to that lack of kinetic melee, but im sure the powers cant be that much different (heres hoping anyways) What do you guys think? -
Any advice on the matter would be great Obviously i will be rearranging the powers around some, but thats the skeleton of my build, how would it work vs say, normal play? (+1/2) or even crazy play? (+3/8)
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I'm not overly concerned about the secondary slotting, as i'll be making him Kinetic Melee, and im not sure what that powerset has. but thank you very much for the insight. ill post another build here shortly.
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slight update, I PMed some devs about the BU proc in fire imps, and awaiting return messages.
Quick question frost, do you have those excel sheets handle for figuring out DPS vs EPS to see if a build is sustainable? I moved a slot around on my fire/fire/soul dom build to get the fire blast-> incin->blaze chain, but it took out about 5% recovery in the process, so im not sure its sustainable anymore. -
Howdy guys,
After hitting my warshade at 50, i wanted to play around with a peacebringer. I've played them before, but never gotten em very high. After toying around with a few tri builds, i figured i'd try a dual build, with human basically working like a more durable blapper, and dwarf form for the mez protection. Heres what i came up with. What do you guys think?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Gleaming Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Incandescence -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3)
Level 2: Shining Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39)
Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Thermal Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34), RctvArm-EndRdx(34)
Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit/EndRdx(15), AdjTgt-Rchg(15)
Level 14: Proton Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(40)
Level 16: Quantum Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(37)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
Level 22: Reform Essence -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/Rchg(23), Mrcl-Heal/EndRdx/Rchg(29)
Level 24: White Dwarf -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(27), P'Shift-End%(42)
Level 26: Conserve Energy -- RechRdx-I(A), RechRdx-I(29)
Level 28: Gleaming Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 30: Radiant Strike -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46)
Level 32: Luminous Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 35: Restore Essence -- RechRdx-I(A)
Level 38: Light Form -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(40)
Level 41: Incandescent Strike -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 44: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Quantum Flight -- RechRdx-I(A)
Level 49: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(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: Cosmic Balance
Level 1: Ninja Run -- Empty(A)
Level 10: Combat Flight -- Krma-ResKB(A)
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Level 24: White Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 24: White Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40)
Level 24: White Dwarf Flare -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 24: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(31), Dct'dW-Rchg(33)
Level 24: White Dwarf Antagonize -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(45)
Level 24: White Dwarf Step -- Jnt-EndRdx/Rng(A)
Let me know what i could improve on, I ran outta slots, and had to work with what i had available. Thanx in advance. -
Alrighty guys, having read that post, and chatting abit, what do you guys think about this? Now, take into account the secondary will be kinetic melee, and as we have very little information on it, i didnt slot very much, just enough to give a rough estimate. Do you guys think this'll work out? or can i improve on the Ice armor aspect, while giving me more slots to work with on my secondary? I picked Ice Mastery due to the water bender aspect, and Ice storm is just really cool *plus once we can change the colors on it, i can make it look very cool*
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5), LkGmblr-Rchg+(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Combustion -- Empty(A), Empty(15), Empty(15), Empty(40)
Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(7)
Level 8: Swift -- Run-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17)
Level 18: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def(27), RedFtn-EndRdx(29), LkGmblr-Rchg+(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 24: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(31), TmpRdns-EndRdx/Rchg/Slow(31), TmpRdns-Acc/Dmg/Slow(33), ImpSwft-Dam%(33)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc/Rchg(37)
Level 28: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34), Oblit-Acc/Dmg/Rchg(36)
Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(46)
Level 32: Hibernate -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(42), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- Empty(A), Empty(40), Empty(42), Empty(48)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 44: Ice Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 2: Ninja Run -
Is tough and weave required on a Ice armor tank? Being pure defense, does the bit of resistance tough give really help out that much, with nothing to stack on?
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Alrighty, So my idea is to create a water bender type character, using Kinetic Melee when GR finally hits live, and as Ice armor is about as close to 'water' as one can get, i wanted to make it a Ice armor/kinetic melee.
So, knowing that, and haveing nearly bottomless pockets of Inf (especially now with the merged markets) I wanted to know everything I possibly can about Ice Armor, to create a aggro holding water bending never dieing tanker.
After running a couple of self made builds off MIDs, i came to the conclusion that Ice armor is a mainly Lethal/smash/energ/neg Def type armor, with a massive dull pain/recon combined heal, that if it can survive longer then hibernate recharges, it will never die. Now, knowing that, Energy Absorption looks like the 'key' power, with chilling embrace and icicles being the 'taunt auras' and wet ice covering basically everything a mez can throw at you. Ice tankers are immune to cold damage, and cant really be slowed down (massive recharge and movement debuff resistance) But i did notice that Permafrost is basically useless, as the Winters gift IO gives the same resistance, and doesnt take a power choice. What else do i need to know? what are good example builds that cover all the bases and how would you slot a ice tanker up? I was thinking aiming to cap Lethal/smash def with 1 mob in range of Energy Absorption, like you would slot a invuln, with high amounts of recharge thrown in to keep Hoarforst and hibernate always up when needed.. And to double stack EA if needed.
Anything else i need to know before i start posting random builds? Obviously i cant slot up kinetic melee, but if i have about 20 or so slots leftover after slotting out the power pools, and ice armor, i figure i can work with Kinetic melee that way.
Thanx in advance guys -
ice/storm controller (everything water colored)
Sweet Dreamer -
Hey guys,
I'm randomly having my GPU stop responding to driver commands, and the ATI recovery program keeps rebooting it, while im playing City.. I've narrowed it down to only city that causes the problem, and i recently updated to the 10.6 drivers.. I'm running a Radeon HD 4870 with 512RAM, with most of the UM stuff maxed out. i know, low end of the 4870 spectrum, but it should still be able to handle everything right?
Any advise on whats the best settings for me to use for my card? I'm running Win XP pro, with up to date patches, and about 4 gigs of ram.
Thanx in advance -
Solo, scrappers > Stalkers damage wise. on teams, stalkers > scrapper, due in part to the scaling crits. So, in GR, it will depend on what you want to do more, team, or solo.
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Hey guys,
I got this build down pat, and i'm very happy with the way its working out, with the cost of what i want to throw into it. (i/e, no purples, PvP IOs, etc) But i can't decide on a good leveling build to make this function correctly.
What would be a good way to gain my powers as i'm leveling up, and still maintain decent numbers on stuff, without flooring my blue bar? I want to be as offensive as possible, as i won't plan on tanking very much on this build. thanx in advance
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Reign of Pain: Level 50 Mutation Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-EndRdx(9)
Level 2: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Achilles-ResDeb%(13)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-EndRdx(15)
Level 6: Swift -- Run-I(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), GSFC-Build%(21)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), RctvArm-EndRdx(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
Level 18: Health -- RgnTis-Regen+(A), Numna-Heal(29), Numna-Regen/Rcvry+(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 26: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 30: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 35: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43)
Level 38: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
Level 41: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Power Surge -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-EndRdx/Rchg(50), TtmC'tng-ResDam/EndRdx/Rchg(50), S'fstPrt-ResDam/Def+(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: Fury
Level 1: Ninja Run -
You can actually use the flashback system at level 1, you just cant enter the O-zone until level 25. the way you use it at level 1 is to have the crystal in your base, and just access it in that. Works out pretty nicely if your SG has access to the crystal.
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Dom's really don't do subpar damage. They are compareable to blaster level damage, with controller level controls. Especially since the dom changes awhile ago. The damage mod's alone make dominators a very nasty damaging dealing toon, and theres a couple threads out there where a fire/fire dom can deal about 400 DPS, without using thier control powers at all.
So when the purple triangles are up, i would say a dom can do more for a team, then a controller can. Buffs/debuffs are nice and all, but pure damage is really the name of this game these days. -
For those who don't want to do mayhems, theres always the option of the O-zone. You can use it to level up in now, and even do older contacts, due to the new way exemplaring works. just an idea
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Howdy guys,
This is the build i've been messing around with on my DP/dev once GR hits live. I'll be throwing just about every tech temp power on her, and turning her into a full on special forces toon. To match her concept, i went for +dam, +rech, and capped hps, with a sprinkle of defense, and enough recovery to do just about anything. What do you guys think? Can this be improved? I would like to somehow get caltrops, but i can't seem to find room in the build to fit it in. Teleport is her concept travel power, so i would like to keep that. Thanx in advance for any advice,
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Alecta: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11), Achilles-ResDeb%(19)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(3)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Dam%(7), Posi-Acc/Dmg/EndRdx(7)
Level 6: Swap Ammo
Level 8: Swift -- Run-I(A)
Level 10: Teleport Foe -- Zephyr-ResKB(A), Zephyr-Travel(11)
Level 12: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Smoke Grenade -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(36), DarkWD-Slow%(36)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(50)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def(27), RedFtn-EndRdx(27), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29)
Level 26: Piercing Rounds -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(37), AirB'st-Dmg/Rchg(37), AirB'st-Dmg/Rng(37), Posi-Acc/Dmg(40)
Level 28: Trip Mine -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg/Rchg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34)
Level 35: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(46), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Gun Drone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 41: Body Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42), S'fstPrt-ResDam/Def+(42)
Level 44: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(45), AnWeak-Acc/Rchg/EndRdx(45), AnWeak-DefDeb/EndRdx/Rchg(45)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition -
the BU proc works in phantom army, so i'm assuming it'll work in the imps.
Due to the AoE vs ST aspect of the two builds, i'm going to lean more towards the AoE ones, which has soul drain. i figure in a real world situation, if i need to feed soul drain, i can just use flash fires, followed by fire cages, and just feed soul drain off the stun/held/immobilized mobs.
Figure my AoE chain would be FE->flash fires->fire cages->jump in mob->soul drain->combustion->fire cages all the while running hot feet, and having my imps tear things apart.
Its pretty melee heavy that way, but with all the hard control outta fire, i think it'll be rather fun.
With the pause in my fireblast->incin->blaze combo, i was thinking of throwing a char at the beginning, just to help with survivability.
What do you think? would it work out as planned and still be a pretty nasty DPS/overall damage dealing toon?