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Quote:You can wormhole them into a corner, but yes I agree that whirling hands isn't super awesome (although it did get buffed way back when in the revamp to be 15 feet.)I just never liked Whirling Hands on a non-melee character who has an AOE Immob but has no confuse power to cause clumping. It also has a super small area. I just dont see melee/aoe as a prime mode of operation for this character. However, holding a single tough foe and putting melee and power burst on real fast for a quick kill of necessity seems ok. Basically, single target melee is surgical.
Lewis
In fact, my Grav/NRG is just ST ranged for the most part because of this. It is what the combo is good at IMO. Some people, however, are happy trying to make them AOE. I know people who like to proc out crushing field and say it is a "mini-nuke". I tried this and found its damage laughable. To each their own though. -
As others have said, with Lift, maybe Propel with the upcoming changes, Power Push, Power Blast, etc., Grav/NRG has ranged ST attacks coming out of its eyeballs... Now this *can* mean you can safely play at range because you will always have an attack and Singy and your other abilities are certainly ranged-friendly. So it is going to be entirely possible to have an all-ranged attack chain and still not use power bolt.
But you did take Total Focus, so you apparently want to stay in melee. So you might as well also take Bone smasher. One thing that confuses me is why you did not also take whirling hands. It seems to me that basically the *only* benefit Grav/NRG really gets from melee is that there is more AOE there. Otherwise, with all of the knockback from power push and singy and everything else, fighting at range seems much more natural.
Best of luck! -
Also, try a bane. They are like a stalker/support hybrid,
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I was happy with my fire/fire dom a few issues ago. It had scorp shield and all was well. But then we were able to get fire mastery in the epics and my period of unhappiness began. It just seems a shame not to take fire mastery for concept reasons on a fire/fire, but I can never get it defensive enough for my taste.
So here's what I want:
Without using any incarnate abilities,
*Has to be permadom.
*Has to have softcapped S/L def
*Has to have fire cages, hot feet, flashfire, fire blast, embrace of fire, combustion, blaze, rain of fire, and fire ball
*Has to be permadom without hasten--Can have hasten but has to be permadom if never even activated
Here is my best attempt. It *does* do what I said. S/L def is 45% (and yes I remembered to toggle the attacked/damaged thing so that stealth shows its real value.) Recharge is 125% so has permadom. I know there are a lot of build wizards out there and I want you to do a better attempt. So go at it! (...please...)
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Smoke: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 1: Flares -- Acc-I(A)
Level 2: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(13)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(19)
Level 6: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-EndRdx/Stun(29), Amaze-Acc/Rchg(31)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- DefBuff-I(A), LkGmblr-Rchg+(34)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Consume -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40)
Level 30: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(42)
Level 32: Stealth -- DefBuff-I(A), LkGmblr-Rchg+(50)
Level 35: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
Level 44: Embrace of Fire -- RechRdx-I(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 29.88% Defense(Smashing)
- 29.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 26.75% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 87% Enhancement(Accuracy)
- 6% Enhancement(Immobilize)
- 125% Enhancement(RechargeTime)
- 5% FlySpeed
- 103 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 13.75%
- MezResist(Stun) 4.4%
- 22.5% (0.38 End/sec) Recovery
- 16% (0.68 HP/sec) Regeneration
- 11.66% Resistance(Fire)
- 11.66% Resistance(Cold)
- 3.75% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Enfeebled Operation
(Ring of Fire)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Char)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Cages)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Incinerate)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hot Feet)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fire Blast)- MezResist(Immobilize) 2.75%
- 11.45 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Flashfire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Kick)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Cinders)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Consume)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Maneuvers)- 2% (0.03 End/sec) Recovery
(Stealth)- 7.5% Enhancement(RechargeTime)
(Rain of Fire)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Blaze)- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Fire Ball)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Invisibility)- 7.5% Enhancement(RechargeTime)
(Grant Invisibility)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Brawl)- MezResist(Immobilize) 2.75%
- 15.26 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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I like Plainguys if you are going for a ranged def build. The following has 45.5% S/L def, only the cheap purple sleep, and +190% recharge with permahasten:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(11)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 8: Aim -- RechRdx-I(A)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 12: Explosive Arrow -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(23), KinCrsh-Rchg/KB(23), KinCrsh-Rechg/EndRdx(25), KinCrsh-Dmg/EndRdx/KB(25), KinCrsh-Acc/Dmg/KB(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Plct%(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 20: Acid Arrow -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37), LkGmblr-Rchg+(37)
Level 26: Hover -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(39)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-Def(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx(40), LkGmblr-Rchg+(40)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), RechRdx-I(46)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx(50), LkGmblr-Rchg+(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Fly -- Winter-ResSlow(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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You could switch out fistful for snapshot if you wanted to but I think it is fine as is. You could get rid of fly and add flash if you really wanted flash, since jetpacks/snowboards/etc have really made travel powers unnecesary. You could switch out hover for combat jumping but I wouldn't as flying meshes very well with A and TA IMO. -
I think global recharge around 80-ish% and no hasten and no spiritual (notice you took musculature core paragon) will make you a sad panda and that you will eventually give up the character or come to the forums posting about how TA is gimp.
You are level 27 now, so you probably think that your fistful and explosive arrow have a point, because they do at that level. But in the larger scheme of things, it is all about oil slick and rain of arrows (and blazing of course for ST.)
You want recharge like some sb-junkie. Trust me, it is more important than almost anything else.
Edit for clarity: This was towards the OP and not toward New Dawn who was just trying to refine his concept. Also, it is not meant to be very antagonistic to the OP--I have to be a little antagonistic because I make people sick--and was honestly aimed at helping him/her enjoy the character more. Of course, you are free to build as you like but in my experience (and I have played TA since '05 and have done a lot of respecs playing around with lots of bulls*** builds in that time) A and TA as a combination benefit from recharge more than most sets do. -
But...it lasts forever...like an hour of phased time or something...and looks exactly like phase shift. I don't understand how it would mess up a concept. It's not like it has you holding a staff or anything. It's your call though.
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Just get the warburg phase shift. It's like 3 minutes work tops.
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Softcap to range takes a lot of effort. It can be very worthwhile if you are a hover blaster because many mezzes are ranged as well, but it tends to dominate your whole build.
Scorp shield + some kinetic combats and weave (or whatever) is nice because it doesn't dominate your whole build and you can still get some nice +recharge if you are looking for it. -
Quote:+1 Go play CO if that is really what you want. I think, however, that many people would be surprised how sucky choose-any-power actually is. This is because it leads to all powers being the same for balance reasons.I see no reason to do this.
1). You should not be copying characters from trademarked/copywrited sources, so giving us the players more ways to do so is in direct violation of federal law and the user agreement that CoH has.
2). If this is just so that the players can have more choices... I suggest you go play CO. Which did exactly what City of Heroes planned on doing to start out with in the alpha.
http://web.archive.org/web/200110051...com/powers.htm
You could pick any power from any powerset. Complete freedom! NO CLASSES!
However people were either really dumb and picked Invulnerability/Flight so that they were... Invulnerable and could fly. Or else they would pick Uber/Awesome and that was all you saw on the game (besides those invulnerably flyers of course). This made the game INSANELY hard to balance.
There are so many people with so many preferences and so many ideas of what is normal and common. There is no way to please everyone.
I recall one time, I forget the exact context, but a dev thought about releasing some sort of power and then thought against it because they figured people would want it animated differently, or instead of one model they would want a different model. So eventually he decided not to even do it. (something about a shark if some one else remembers this exactly and can find/post a link to the post).
I still say we need a machine gun melee set that shoots flaming exploding chainsaws that turn into flowers after exploding..... >.> -
Herding was so boring...please don't bring back those days.
Yes, AE farms are boring as well but that's no reason to bring back no-aggro-cap, no-max-targets-on-AOEs herding. -
As others have said, FA/FM isn't bad and is a nice conceptual fit. Brutes don't like FM because they are gimped and don't get combustion, but tankers do not have this problem.
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Quote:Maybe. If you are a long time player or are VIP and have a higher level player, though, the cost of DOs should be a drop in the bucket.To be fair I also don't enhance until I get SOs at 22 (Aside from what I get as drops), but that's because I want to save my Inf. Teaming alot helps mitigate your own weaknesses as well as popping yellow skittles now and agian.
There is, although, another reason I wait for SOs before enhancing. It's fun to see the difference between a 'wimpy little unenhanced girly hero' and a 'enhanced locked and loaded death dealer'.
I don't bother slotting until level 12, but I do slot for DOs once they come in. They do very obviously increase the performance of your character, and are absolute chump-change if you have any sort of level 50. I mean, so chump change that it doesn't remotely matter even if you kinda sorta wanted it to matter.
As others have said, every AT benefits from slotting. lol. Yes, the more self sufficient melee ones (tankers, scrappers, brutes, stalkers) can probably do just fine on their own but still benefit from things.
Dominators are actually somewhat middle of the road on this, I think. They are not really gimp at low levels, because they have TONS of attacks (from primary and secondary) at low levels and some of these attacks even also do crowd control. They aren't nearly as difficult IMO as a defender, for example.
As other have said: To the OP: Just slot acc in your ST hold and get over it already. This whole thread is silly. That we are even responding to it in such numbers is just because CoX is an old game and we are all bored. -
Like Cynergyspike, I am somewhat disillusioned with elec/ blasters.
I have a 50 elec/elec/elec blaster that I have just abandoned. I reallly like the concept, but the damage is just so lame give how fragile the toon is.
Elec/elec/elec cires out for a blapper mentality where you use short circuit and ball lightning and the ST melee attacks from the secondary.
The problem with this is that your AOE is going to be pathetic and a tank will be almost as good. Your ST melee attacks are okay but a scrapper will be better. And since you are using ST melee attacks you don't get any advantage from defiance with charged bolts and lightning bolt being able to be used while mezzed.
Basically, I don't notice any synergy. You are better off creating an elec/elec dom and saying screw it. The only reason I haven't done so is that I have a 50 elec/elec blaster and a lot of time invested in the character. I wish I could just ignore that and roll the dom. -
I have a Bane with gobs of defense who I use in incarnate content often. To be honest, the character is perfectly fine and doesn't run into problems.
She has aid self, but to be honest I think it is pointless as I don't need it 99% of the time and the 1% of the time I do need it I just use a green inspiration as that is quicker.
If Mist is with a particularly sucky BAF (doesn't happen much any more) which has somehow wiped and has a million reinforcements summoned and then tries to solo the 2 AVs plus the million reinforcements, she will die. But in pretty much every other situation she is impervious to damage and perfectly ok.
To the original poster: I wouldn't worry about it. Just roll the character you want. -
Quote:Well, your secondary is the same within each selection, so I'll assume that you really love the blast set and are just trying to get something to pair with it....Defender since my Kin/DP reached 50 and well on her way into being an Incarnate.
I am looking at three different character types here. All are direct fire support; however, I'm not sure which main power that would pair with them. Here's what I'm looking at.
#1 - Trick Arrow / Archery - or - Traps / Archery - or - Time Manipulation / Archery
#2 - Traps / Beam Rifle - or - Force Field / Beam Rifle - or - Empathy / Beam Rifle.
#3 - Empathy / Sonic - or - Thermal / Sonic - or - Sonic / Sonic.
This is my second defender I intend to take to 50. I've never used these powers so I am curious of what I listed, which are the best for paring. Conversely, if you have a suggestion for another primary type, please do so. Thanks!
(1) TA/A has no redraw and so is a natural to pair with A. Be sure to make a recharge-focused build. Traps/ and Time/ are also really strong sets so are also good contenders although I don't see any particular synergy with A because A is all ranged and has a cone and these two (de)buff sets have close range powers. Anything should work though.
(2) Traps/Beam is easily the strongest of what you list IMO (Edit for clarity: I mean easily the strongest of the 3 /Beam choices)--Traps has enough set and forget powers that redraw is not an issue and traps is very strong. You'll have issues where you are running up to set things and then running back to fire cones though. FF/Beam comes up next because at least there is no redraw (at all, pretty much) and no positioning worries even though many dislike FF/ and feel it is comparatively weak. Empathy/Beam seems like it would be a pain in the neck to me...you don't want active primaries with /Beam.
(3) All would work. /sonic is very very strong for defenders with a lot of debuffing -res. I personally think thermal/sonic is probably the best of them, but it would make me sad as I like to stick to theme and so sonic/sonic would be nice as well (although many do not like sonic/ and feel it is comparatively weak.) Empathy/sonic is also fine I am sure.
Best of luck! Let us know what you choose. -
Quote:Very nicely reasoned post. For what its worth, I think TA could use buffs and many people have suggested useful ones but it is nowhere near as underperforming as people seem to want it to be. I think that it does underperform early game somewhat significantly though.I don't believe that there is a power that the majority are skipping consistantly. There is what you might skip because you don't see the usefulness but there is no reassurance that the majority are skipping it too.
Whatever is annoying (end consumption) you can build to mitigate it, if its counterproductive on someone else then don't use it on them, if its situational on one AT you then have to check how situational it will be on another AT. The Devs don't always tailor make things for each AT. Sonic Repulsion on a ranged pet can be of value and now the set is ported to Masterminds, I would guess the Devs will wait and see if its popular among Masterminds. If so then I'd guess it will stay.
Rads don't always get to perform as well as TAs at times, the anchor is the first thing to get defeated. It's not the fault of the Devs when people cause underperformance. The forum is not an only source of peoples views either someone ingame, could decide that TA is useless. People actively seek out sets that are "said" to be weak. We will all build differently, play differently, team with different people and I know you could come down to comparing total debuffs versus total debuffs of other sets but then again other sets may not have Oil Slick or EMP Arrow. Other sets are reliant on an anchor etc, etc. In theory TA to the Devs may not need to be underperforming at all but in reality, players of TA may not be debuffing in good order or hard controlling key targets in good time. Each defender set offers something different and overall can't quite be compared directly. The way I expect to tank for a TA versus something may not be the same way I can expect to tank that same thing for another defender and I think it's important to have the best dynamic for whatever defender is in play.
For many other defender sets there is the reactionary element, you can't just buff and run as you could with a forcefielder. Forcefielder is almost a fire and forget set with most people probably and sensibly so, taking the power build up. Ofc there are alot of powers skipped that could be used in a reactive light but more likely those ones are a bit more ranger friendly. I find after buffing people I have a few minutes of not really concerning myself with them. I can spend more time lost in my attack chains. Not so on another defender where I am proactively doing more to mitigate damage spawn to spawn and then maybe get an attack or two out.
I do think the days of "Healer" and TA thread crossovers is behind us. Problem though is every individual TA power underperforms compared to what is average for other support sets, and it takes twice as many TA powers to get the same effect of one power does in other sets. With only 9 powers to pick from that is a very heavy flaw that can't be ignored, and TA really doesn't have enough synergy amongst it's powers to overcome this.
What I have done is pull up my TA/A build and pull up my Dark/Dark build.
In 3,3s:
I put out -30% res with Tar patch and I otomh can't add any more res debuff procs to anything within the primary not that it should matter.
With TA I put out -40% res and can stack another -40% progressively later and then have 2 powers within the set that can have a res debuff proc not that it matters.
I am not saying all is equal, other effects count, the grand total of what each set can do versus an AV and its spawn or just a normal spawn matters, one set may win versus an AV and its spawn whereas another may be better versus a normal spawn.
In PVE there are different outcomes one set maybe better versus ambushers, one set maybe better at preventing a nearby group doing a perception check on a team that really doesn't know when to pull or where to stop.
Because I believe in playing around different defenders differently my main worry is somebody trying to make it easy for me to play around different defenders the same way.
Cast times, debuffs over time, effect per end, aoe size, anchor versus no anchor taking into account AI, xp/time, potential, subject, player behaviour. There is more than just doing power to power but I don't disbelieve that there can't be a buff of some kind, dropping that 15s of -end recovery after EMP would be a buff in my mind. Thats 15s of not losing endurance. It probably effects non defenders more though.
The testers must test and compare defenders. It can't be that hard to sit there with a stop clock as well as compare team survivability potential especially when they should know how to go about things and exactly whats meant to happen.
I play all defender sets and look for surviving by different means with them, I'll admit thats my main concern along with fun.
I am glad that Trickshooter brought up the discrepancies between defender and corruptor versions of -res debuffs for TA as compared with dark, since those seem relevant as well. -
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Quote:This would be so awesome!Synapse has said he has no reservations when it comes to this, as the lines between good/evil are blurring, and the same goes for giving empathy to villains. This was quite awhile ago but he did say this regarding poison defenders.
I have the perfect concept, name, etc., reserved, but it has to be a defender.
*Pokes Synapse* -
Quote:In other words, you would make AA the main control power of the set. That's fine and I would be okay with your changes, but historically back in SO days it was definitely ice slick that was the signature control power of the set.I wouldn't make any of the changes that you all are suggesting. I'd simply make the range of Ice Slick and Flash Freeze the standard 80' and then reduce the recharge of Flash Freeze to 45 seconds.
AA is where I would make the changes. I'd increase the pulse duration to once every second instead of every 2 and set it up so that it could stack up to a mag 4 confuse 10-25% of the time. -
Bring Poison to defenders!
Controllers already have it, so some hero ATs have it. It is all irrelevant anyway though because anyone can start hero/villain now.
So bring Poison to defenders! -
Yes, they at least need to take the -knockback out of the aoe immob.
Ice controls signature "up every fight" control power doesn't need other things in the set f***ing with it.
I have a 50 ice/storm (so sue me--honestly I play dominators over controllers at a ratio of about 10:1) and I have an alternate build without ice slick focused on immobs and containment and tornado and ice storm damage.
The thought of a fire control person without flashfire or a gravity control person without wormhole or a plant control person without seeds of confusion is simply ludicrous. It ought to be similarly ludicrous that an ice control person wouldn't take their "up every fight" control power in ice slick.
This is not currently the case however and I can easily picture ice control people who are relying mainly on arctic air and the immobs and who say screw ice slick.
I care less about flash freeze because all of the old sets have a few duds and you just have to learn to live with them and realize that you get more pool powers. Bonfire anyone (aside from as a kinetic crash mule and an occasional damaging power provided you are willing to spam the immob like there's no tomorrow)? But it is really unforgivable that its main control power doesn't sync up with all of the other major controls in the set. That said, I certainly wouldn't complain if flash freeze became a sleep patch like electric has although that would probably be buffing ice control too much. -
People with funny bios who RP is funny ways. And this is on Freedom, not Virtue. It happens surprisingly often....
It is also okay if I get a 7 year old kid playing "The Eliminator" with a bio like "The ELiminator ELiMiNAteS EVRYONe! So F*** OFF!" as they are often unintentionally very funny RPers.