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Quote:Well, they are stunned from oppresive gloom and so are walking around drunkenly "confused". I realize they are not confused in game terms, but you can SAY they are...And this concept causes the "confusion" effect, how?
I get what you're trying to do, but the focus is actually to get the "Confuse" effect as much as possible, which this doesn't do.
I find things get even more amusing when you say people are suffering from status ailments that they actually are not. It is just even more important to emote on your PuG teams that they ARE confused. Drunken people are confused. Who could argue with that? And they occasionally alternate fighting you and not fighting you as the status effect wears off, so that certainly makes them look confused.
If you just want the old boring confusion effect, you can go back to my plant/elect dom suggestion. :P I don't think you'll be nearly as chaotic though. -
Quote:Kinetic Melee/Dark Armor Scrapper.Thanks for all of the help and input, all. I guess I should probably explain a bit more about the concept and why I've explored some of these options and am still having trouble. I think that the sets I'm really looking for just aren't in the game, and I'm trying to make due with what I've got.
While no expert at prose, I'll try to explain a bit more of what the character's concept is:
"The character was born a mutant with the ability to create goodness in the area around her. People would be healed of illnesses for instance, or if somebody was down on their luck, being around her would change it, and good things would start to happen to them. People around her were inspired to create good in the world around them, as well, for a short time. She was happy that she was able to create such a positive impact on the world.
But then her father got cancer, and her powers did nothing to help him for some reason. No one was able to cure him. So she cried out for help from anyone or anything that could heal him. A creature of chaos answered her call, and offered her a deal: the being would cure her father, but she would lose her power. She accepted too easily, not realizing the consequences. While her father got better, she came to realize that the demon had tricked her, and not only did she lose her power of goodness, he had replaced it with an aura that created pure chaos around her. The people in the hospital started attacking each other, even killing each other.
So she ran. As the chaotic aura got stronger, it even affected her physical form, changing her into a demon of chaos. However, her mind remained intact, and she remembers how she used to help people with her abilities. So now she wanders alone, struggling to help people despite her changed abilities. She came to Paragon City to try to find someone that could change her back to the way she was, but has so far been unable to find anyone to help. How long she will be able to hold onto her sanity is yet to be seen, but so far, she fights against the chaos around her, holding out for hope."
As such, I was hoping for a more "passive" confusion option than something like Plant, Mind, or even Elec, had. Something like World of Confusion is great (though it would be better if the confuse duration was longer than the pulse time). Arctic Air seems perfect, except for the whole recharge slow and afraid component (along with the -recharge from almost everything else as well). Elec/ seems to give plenty of options to proc the Cognitive confusion effect, including the auras on the pets, but doesn't really give that effect from the character.
So right now, I think that Ice/Stone might be my best fit, giving me plenty of AoE options to proc Cognitive, and still having that passive confusion effect. But I'd love to be proved wrong or given other options.
Edit -> Revised concept heavily
Hear me out: Get hasten so that you have glowing hands. I know on most builds this is yucky but it is perfect for your concept. Of course get cloak of darkness (essentially to having her form turned chaotic) and get oppresive gloom so you have your confusion effect. Go body mastery for the extra end and so you don't break theme.
Now color all of the dark armor auras all sorts of ridiculous colors...purple, pink, yellow, red, etc. Different ones for different auras.
And you know the kinetic melee attack animations. They don't look like attack animations anyway on a normal toon. But on this tune all people will see are these crazy whirling yellow lights (from hasten) that go in strange circular strobing patterns as people are damaged. Get hover so you fly over the ground like some sort of will-o-the-whisp.
Add in the dark armor auras all colored different things and your character will be the embodiment of chaos: People will just see whirling yellow lights and all of the crazy strobing different colored dark armors. You can optionally also get the cloak of fear aura if you want people to be afraid.
I have a similar character where all of the armors are just the same color 'cause I don't want to be chaotic--I just want to be a disembodied being.
Scrapper because you can still soft-cap S/L def but get the nice damage buffs from kinetic melee. Since scrappers have higher base damage they will benefit more than brutes. Also, they get to recharge power siphon on crits from concentrated strike. The upcoming AT specific sets even have more good news, because I think there is an enhancement that ups crit rates which would be perfect for getting power siphon almost perma.
You can turn off cloak of darkness for when she is "struggling to be more human" and turn it back on again when chaos comes back. Have different colored DA auras on different costumes and choose the "dimension shift" (or some other chaotic seeming one) costume changer as she goes from one color of chaotic-whirling-lights to another one. You'll have a blast.
To keep it from being boring (so sue me...this is a problem I have with melee toons as I feel I am dial-a-comboing more than playing) remember to get both repulsing torrent and energy torrent (both PERFECT for a chaos theme) and practice alternating melee attacks with flying straight up and doing those for cone knockback straight into the ground. -
I know it's not an aura, but Plant as a primary is still worth considering, although obviously it narrows your concept a bit. /Elec as a secondary ought to be fun.
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Quote:Thanks! You're the best!For clarity purposes, the rule is that a -Y% resistance debuff is comparable to a x1.Y damage multiplier on the total. In other words, -20% resistance is like 1.2x damage.
Some people call that "+20% damage" but that's ambiguous as to whether you mean "1.2 times more damage" or "plus 20 percent damage buff." Those mean two different things in City of Heroes. If your attack is slotted +95% damage, then you deal 1.95x base damage. A -20% resistance debuff would cause you to deal 1.2 x 1.95x base damage or 2.34x base damage. A +20% damage buff would cause you to deal (1.95 + 0.20)x base damage or 2.15x base damage. -
Quote:You like to argue, don't you?you got the resistance part right but you seem to not understand that damage buffs increase damage from the base damage, not from the final amount.
here is scrapper Hack (broadsword) with 95% dmg from enhancements.
base damage (x) = 55.6102
melee AT mod (y) = 1.125
Damage scalar (z) = 1.64
Raw dmg (RD) = x * y * z = 102.60
Enh dmg (ED) = RD*( 1 + 0.95 ) = 200.07
Let's put it up against an even lvl AV (+5 con) with 30% damage resistance to Lethal.
Purple patch mod (PP) = 0.3
FINAL = ED * PP * ( 1 - 0.3 ) = 42.01 dmg dealt
ok now let's calculate it with a -20% res debuff.
FINAL = ED * PP * [ 1 - ( 0.3 - PP * 0.2 * ( 1 - 0.3 ) ) ] = 44.54 dmg dealt
ok now with no res debuffs but a +20% dmg buff instead.
buffed damage (BD) = RD * ( 1 + 0.95 + 0.2 ) = 220.59
FINAL = BD * PP * ( 1 - 0.3 ) = 46.32 dmg dealt
As I've just proven, a -20% res debuff is not equivalent to a +20% dmg buff.
If you look (not far, in this very thread!) you will see that I am perfectly aware of the fact that damage buffs just increase base damage... -
Lift was already good and my Grav/NRG used it in its attack chain.
The main question is whether propel is any good.
Of course, the larger elephant in the room is what is the point of a Grav/ dom at all if a Grav/ controller also has competitive damage?
It's a damned-if-you-do, damned-if-you-don't scenario, as far as I can tell. If both propel and lift are worth taking to form your core attack chain, then surely you might as well be rolling a controller because they get the extra nice (de)buffage and could take 1 epic attack to round out the attack chain. If they are not, who the hell cares about the buff because it is irrelevant?
I guess the entire secondary of NRG might be pointless but I can be happy in the knowledge that I am permadom and so can instantly hold bosses...
Regardless, the Grav/ buffs are surely more about controllers than anyone else. They really, really need to make the impact buffs also affect your secondary. Otherwise, this is more of the same "villain ATs are second rate" B.S. we have basically gotten since villains were introduced. -
Quote:I don't think you understand the mechanics of this. Let me try an example:Not quite. Resistance debuffs first remove the existing resistance. So if the target has 30% resistance to a damage type and you apply -30% resistance, you first reduce them to 0% resistance. This means that you're transforming 70% damage to 100% damage, an increase of 43%. However, beyond this point resistance debuffs are pretty much just like damage buffs.
Say an attack does 50 damage fires against a foe with 30% resistance to that damage type. So you would normally do 50*(1-.3)=35 damage.
But suppose the foe is even level so purple patch does not come into play and you hit him with a -20% resistance debuff. Then his new resistance is (see http://wiki.cohtitan.com/wiki/Damage_Resistance)
16%=(30-20+[20*.30])%
So when we now do the same attack against the debuffed enemy it does
50+(1-.16)=42 damage.
And the key thing to note here is that this is the same as a buff of 20% to the original damage of 35 because
35*(1+.2)=42.
See wiki and my previously quoted Arcanaville post.
Ignoring purple patch, which you should factor in before to figure out the actual debuff amount, resistance debuffs of -Y% act exactly like damage buffs of +Y% regardless of how much resistance the guy you are fighting has. -
As others have said, anything that delays you a lot...
So mobs with the Mook Hitman AI who are always running, have phase shift, teleport like Porters, have PFF, have (the old) MoG, have Dimension shift, have high stealth (thanks Santorican!), and have detention field.
It wouldn't even matter if they had any attacks. They'd be so f***ing annoying because they would take 15 minutes, minimum, to kill each. -
Quote:I was not aware that the purple patch affected resistance debuff but I see that it does from:I think you don't understand how the purple patch and resistance debuff calculations work when talking about AVs, especially incarnate AVs. You're really only looking at 42.5% or less with purple patch and that's assuming the AV has 0% resistance to start with. 10% resistance seems to be a pretty common minimum, so you're really looking at 38.25% resistance debuff or less. Also 11 seconds is about the overlap time on disruption so you're only doing 38.25% for 11 seconds and 25.2% for 19 seconds, that's 29.99% overall.
As for the scrapper comment, the lowest tier scrapper attacks put out roughly 8 times more dps than OSA does, that's without criticals included. You are pretty much not bringing any significant raw damage from the TA set or your secondary for that matter since you have to take significant time out to reapply your debuffs. The force multiplying only makes a difference if your league is alive and bringing enough damage to make the multiplying worthwhile for the lack of your own damage. Since TA is awful at both damage and mitigation, I would gladly take the sustained dps of a scrapper over a 30% or less damage increase for the entire league.
http://coh103.gtm.cityofheroes.com/s...&postcount=126
I stand corrected. Note that in general though the way the amount of damage resistance a mob has when it is affected by a damage resistance debuff works out so that (see post I quoted) -X% damage resistance debuffs onto the critter is equivalent to you doing +X% damage. So my current understanding (and I would be thrilled if Arcanaville came in to correct me) is that you first apply the purple patch (see http://coh.coldfront.net/index.php/c.../view/851/107/ for values depending on how much higher level they are than you) to the damage resistance debuff of -X and are left afterwards with a damage resistance debuff of -Y and then (regardless of how much base damage resistance the AV has) you are doing +Y% damage.
As far as disruption arrow, on long AV fights (obviously disregarding the first 15 or so seconds) it consistently double stacks in my build. Maybe you didn't click on the incarnate button to get those effects calculated as well. Also, although I only have it one slotted, I have it one slotted with a +5 lvl 50 IO using enhancement boosters.
When you consider an end game BAF-like situation where you have 1-2 AVs and you can reasonably expect (provided they are reasonable close together so both could be hit with disruption and you can just indidivdually hit both with acid) to have the damage resistance debuffs on both, the TA is contributing a TREMENDOUS amount to the ENTIRE LEAGUES (not just your teams) total damage. I honestly don't see how your scrapper is keeping up.
As far as the lower tier scrapper attacks, that is an unfair comparison for several reasons: (1) They tend not to be AOE like oil slick and certainly are not as wide an AOE in any case; (2) Oil slick's main limitation would be its recharge in this situation (about 45 sec) so that it's total contribution would be dps related as in (total damage)/recharge; (3) The amount of time necessary for the TA to do this would be rather minor as it would be just setting the slick and lighting it; (4) The scrapper contribution would probably be more DPA related and in point of fact would require the scrapper's whole attention to keep going as you would figure out their optimal attack chain.
I guess we can just agree to disagree on this. Tankish characters are still very useful with some of the nasty hard-hitting AVs. I think it is actually a shame that scrappers/blasters don't contribute more in end game trials. The way it currently seems to work though is that the multiplication effect of the (de)buffers just gets even more crazy when you have whole leagues working on things. -
Quote:(1) If you did this, it was very subtle. You said "Look at it this way: with Oil Slick dealing 250, that means it's doing 1.38 dps (at +0% recharge). Fireball is 45 on the same scale, for 2.81 dps (at +0% recharge). Now, we'll use Forge on that player. 50% of 2.81 is 1.4 dps." By talking about base damage of oil slick in this situation rather than actual slotted (with damage enhancers) damage, you strongly implied that you were unaware of how damage buffs work. Because of course it is the enhanced oil slick damage that you would be comparing things with. Although the player using fireball would also have damage slotted, the forge buff would only be increasing base damage. It was not increasing the slotted damage.(1) Before you reply, read the post. Your spurious objection was already covered.
(2) So your answer to "Trick Arrow is good solo, not so good in teams" is "well, Trick Arrow is great when you're effectively solo because the rest of your team is useless lowbies"?
(3) A little hint for you: when you claim "experience", most readers understand this is code for "I don't know wtf I'm talking about". Anyone can claim "experience" on the web, and if you actually know what you're talking about, there's no need for you to do so. You look especially foolish when all of your examples indicate a sort of experience which is wildly different from the norm (as yours do).
(2) My first comment was simply that TA can definitely contribute to team damage, and I gave an example where it would be abundantly clear it was able to do big damage. Of course other examples would have it less clear that it was contributing big damage, which is why I listed the PL case. My other arguments talked abundantly about other cases and you can refer to them for the core general team setting.
(3) As far as your third comment, I backed up my claims of experience with valid numbers and argued my point. All I see you bringing up are talking about blizzard when (a) it is an anomaly; (b) is in the secondary and so what not relevant to Trickshooters claim in the first place; and (c) Could be taken by TA in any case. And then you talked about Tornado, which I handily rebuffed and you failed to respond to.
Basically, I have been responding to your claims with actual arguments that used numbers and listed experience and logically refuted your claims. You seem to be just bringing up random ones (i.e., Tornado) and then dropping them when convenient.
I rest my case that you are either intentionally being deceptive (a possibility) or are really just so inexperienced with TA that you can't help but make ridiculous claims.
You originally took issue with Trickshooters claim that TA is a top defender choice to invite to teams for damage. You then proceeded to say that it was ranked 5th solo or 9th teamed in damage contribution. Go back and look. These were the claims I was responding to.
I amply responded to these claims with both numbers and arguments and experience. People don't like TA, but NOT because it isn't a big contributor top team damage. It is. Ranking it 5th or 9th among defender primaries for damage contribution shows that you are either intentionally being deceptive or are just flat out inexperienced. I was being kind and assuming you were not intentionally deceptive so was assuming you were just inexperienced. I apologize if that was not the case. Saying that TA does damage IS THE NORM. So I am not "wildly different" from it when I say that. It is apparently your reading comprehension of other people's complaints about TA that is at issue. They think it has too many clicky debuffs that take the place of fewer debuffs in other sets, that its best abilities are at the highest levels, and that it it should bring buffs or other things to the table. When people say TA sucks, it is not its damage they are referring to. Please read my posts again and I think you will find you have been refuted at every turn. -
Quote:I just set team sizes (like minutes ago) for +4/x8 and did blizzard on my ice/traps in a nem farm. (Sorry I have been villain side too long and tend to use the old standbys for tests.) I pretty routinely got 3 of 11 or so running out of the spawn from blizzard. I don't get any running out when using oil slick on the TA/A in the +4/x8 nem farm, although I do (!!) use glue to keep them in as well so maybe that is affecting things but this seems fair to me as we are talking about the TA primary. Regardless, as Trickshooter said, this was a discussion from defender primaries in any case. I think you would be better off choosing sonic blast for the -res in a team setting and not having to worry about the significant effect of end crash which does get in the way of your other duties. My point stands: Oil slick is in a defender primary so I don't know why you are bringing up secondary nukes as regards to Trickshooters comment but it does do more damage than the average secondary nuke with significantly less bother and better recharge.You're thinking of Ice Storm, not Blizzard. Blizzard has both slow and knockdown components, so when you drop it most enemies just sit there and flop around helplessly getting pummeled. And, yes, it's an anomaly - but it's just about the only one of the ultimate end-drainers that's worthwhile on a support class precisely because it doubles as a control effect (the fact that it will single-handedly wipe out all the minions/lieutenants is a nice extra).
You're missing the main point, though. Oil Slick does quite a bit of damage - infrequently. So while it looks impressive, it contributes a fairly small portion of the total damage compared to buffs/debuffs. When you're comparing Trick Arrow to a set that also debuffs resistance an equivalent amount, the presence of buffs to enhance damage in that other set tend to put it ahead of Trick Arrow for a team's overall damage.
Look at it this way: with Oil Slick dealing 250, that means it's doing 1.38 dps (at +0% recharge). Fireball is 45 on the same scale, for 2.81 dps (at +0% recharge). Now, we'll use Forge on that player. 50% of 2.81 is 1.4 dps.
In other words, our Thermal Defender just managed to deliver more added damage to the team by using Forge once on another Defender who is using no attack except Fireball than our Trick Arrow Defender managed to generate via igniting Oil Slicks.
Once you add in factors like "you can Forge multiple players", "the players you Forge tend to do a lot more damage than Defenders" and "players tend to throw more than one attack every 16 sec that Forge buffs", there really isn't any comparison. Forge is ridiculously better than Oil Slick for increasing your team's overall damage. Since Thermal Defenders also get Melt Armor (delivering only slightly smaller resistance debuffs than Trick Arrow), it's entirely fair to say that Thermal Defenders are better at increasing a team's damage than Trick Arrow Defenders.
I suspect where your thought process is going awry is imagining team settings where your team is moving at an abnormally slow pace. In a semi-decent team, a Trick Arrow/Fire Defender can realistically expect to toss 11+ Fireballs for each Oil Slick they toss. Solo, this ratio is more like 2 Fireballs per Oil Slick - and Oil Slick ends up looking a lot better.
As far as the thermal comments go, you do realize that the +damage is just for base damage and not actual slotted in game damage, right? In practice it does significantly less damage boosting than you might think. Oil slick (642 damage on a 45 sec recharge timer) not including resistance debuffs that would make it do more is a spawn killer. You probably just didn't realize it because you are not really a TA player and are talking from inexperience.
In any case TA also has both disruption and acid which do actual +20% damage boosting (each!) damage since they are -resistance. I can routinely double stack disruption as well. This is +60% actual damage boosting for the whole team. Thermal has melt armor as well but it is just -30 rez.
Again, I think that you basically don't have much experience with high end TA builds and are mids-playing rather than actual playing. Or you have teamed with TAs and from your lack of knowledge not realized what they were actually contributing. I know from experience that is is very easy just to babysit an entire team damage-wise (an in, either virtually PL them or actually PL them) with just a TA/A. I see kinetics making that claim but not many thermals. :P -
Quote:I'm not sure if you are being intentionally deceptive or actually think this...Not sure if I agree with this statement. Solo, I'd rank Trick Arrow 5th (after Kinetics, Radiation, Dark and Storm Summoning). Grouped, I'd rank it 9th (add Thermal, Time, Empathy and Sonic to the above 4 sets). The only sets that Trick Arrow really beats out unqualified for raw damage increase would be Traps, Cold and Force Field.
Trick Arrow's damage increase comes from a 3 minute recharge Oil Slick that's about half the damage of a Defender's Blizzard or Tornado coupled with 2 stacking -20% resistance debuffs.
All the other sets have 30% resistance debuffs (Traps is 26%, Storm is 35%, Sonic can stack two on a single target) coupled with buffs that vary from 'nice' (Forge) to 'omfgbroken' (Fulcrum Shift).
Mids might be wrong on this (it is often wonky about these things but I also know that the placed objects like blizzard are often the same across ATs) but it lists Defender, Corruptor, and Blaster Blizzards as all doing about 500 base damage. So if this is correct you have clearly chosen an anomaly to compare to oil slick. The other defender nukes do base according to mids: archery=146, ar=103, beam=126, dark=176, dual=118, elec=153, energy=176, fire=272, psi=176, rad=198, sonic=176.
Oil slick base is 250. The average of the above nukes damage (including 500 for blizzard) is 193. So on average oil slick does more damage. It also tends to be up much more often. It also has a knockdown effect so that mobs stay on the slick for the whole damage period, unlike blizzard where mobs are notorious for running out of it during its duration.
And Tornado? Yes, it is listed as 407 base but you are never going to get that for a whole spawn. The best you are going to be able to do is stick some guy with enough immobs so that he has -knockback (must reapply as -knockback expires before immob does) on him and hope Tornado sticks with him for the whole duration. This is nowhere comparable to the reliable AOE damage of oil slick.
As far as defender primary damage is concerned, traps with trip mine would have been far better to discuss because it does 126 damage on a pretty sprightly 20 sec recharge timer. And it is genuinely AOE. The problem with it of course it that it knockbacks people out the center, and so it can be finicky to apply in team settings and even solo can muck up your other aoe.
Oil slick is nice because in recharge intensive end-game builds it can be up virtually all the time and does reliable damage that doesn't f*** with anything else and has the side effect that things tend to stay on it and you can stack it with disruption (best but limited targets) and acid (okay but not large enough aoe).
Again, I will lay against you the criticism that I did against Turbo-Ski earlier: I don't think you actually have any experience in high end TA builds.
For the record, I DO have 50s with all of blizzard, tornado, and trip mine and am talking from experience with my claims.
The things I play most are defenders/corruptors/controllers/dominators, and I have many many 50s with all of the popular sets like kinetics etc etc.
I think that early game TA is weak and make no claims otherwise. Since you were bringing blizzard (on a defender! where they only get it at 38 and can only slot it later) into your argument though, I could only assume you were also talking about late game.
So I agree with Trickshooters claim that it is one of the best sets for doing damage on a defender. If you combine oil with disruption and acid, you are doing damage in a team setting. Obviously kinetics wins in this situation and is going to be higher with fulcrum shift (provided you don't already have a kinetics because definitely TA stacks better than kinetics.) But on the basis of "damage in a team setting" it is doing better than radiation and dark because it is providing oil in addition to the resistance debuffs. Storm I think it is still doing more damage "in a team setting" because storm has freezing rain yes for the resistance debuffs but tornado especially is not team friendly and lightning storm doesn't do reliable big AOE damage for a whole spawn--it just potshots who it wants to and sometimes hits one and sometimes hits more. Traps solo has trip mine which is VERY nice but in a team it can be problematic and is often not optimal.
In short, I disagree with you and agree with Trickshooter. He was perfectly justified in saying it is one of the best sets for doing damage on a defender (especially in a team setting which is where I think he was making the claim.)
It is just very easy to lay oil down and the -resistance debuffs and know that you right there have done a lot of aoe damage whether solo or teamed. There is no worrying about herding to get them tightly packed or else enervating field won't be hitting all of them. Oil slick has a large radius and is location aoe. There is no worrying about them running out of it, because oil slick has -speed and knockdown. There is no worrying about having to continually apply an immob with -knockback to keep them where they are supposed to be because you are trying to tornado them. It is just damage and it is there. -
Quote:For /traps, the corruptor version of trip mine uses BLASTER VALUES and so is mondo-crazy AOE damage. I think this puts corruptor far ahead for solo because it is easy to get enough defense to trip mine whenever you feel like it for traps. The defender traps will be debuffing resistance more, and is the preferred choice for teams.Hey superfolks.
I have a Traps/Ice/Force Defender that I have grown bored of (the ice secondary only).
I want to make a new Trapper, and I have settled on Archery since I have never played it.
What is "Better?" Archery/Traps or Traps/Archery?
Something that would help me make my own decision, what is the accepted "Optimal" attack chain ST for archery?
You should do this based on what your solo/team priorities are. -
Quote:Hi Kioshi,Trickshooter seems to have the best explanation, but anyway it's difficult to ask for a 'buff' to RoA when it does basically the same damage as Overcharge sans Disintegration, but Overcharge has thrice the recharge.
The fact that the only AT where RoA does significantly more base damage than Overcharge is Defenders also supports the theory that Defs' RoA is doing more damage than it should, or maybe the opposite (Blaster/Corr doing less). The pseudopets aren't properly balanced anyway, Corrs get h4x Rain of Fire (Blaster damage PLUS Scourge), Defenders get a properly modded one while Ice Storm is the same across all three.
I wanted a TA toon so I rolled a A/TA anyway, 22 now - didn't want redraw and also didn't wanna make another Fire Blast corr - the fire corr I teamed with did make me envious for a bit, RoF on a corr is just too good lol.
I'd reroll it as a TA/A if I were you. Just realize that most of your damage from A/TA or TA/A is going to be coming from oil slick and rain of arrows, to the extent that everything else is almost irrelevant. So you might as well go TA/A because the damage is so similar there and TA will get better -resistance buffs so you will be doing better there.
AOE-damage-wise, all other powers are completely irrelevant at 50. I'm serious. I might do a explosive arrow every now and then but I'm not kidding myself that it matters compared to the big guns of oil slick and rain of arrows. Single target, of course, other powers matter but not AOE.
The better debuff values from having TA as a primary will help you a lot more than the small extra damage you get from having A as a primary. -
Yeah, LISTEN UP DEVS delete those useless sword attacks that often don't agree with theme in any case and are cold/lethal regardless and so suck. Just give us the pure cold AOE damage of Frost and Frozen Aura.
I know you won't do it, because you want stalkers to suck, but it would be nice... -
Quote:My build posted above has only ranged attacks slotted (except Power Thrust which is slotted but that is fine because the point of it is to push people out to range and it gets the benefit of the doubt because it can be used while mezzed) and SOFTCAPPED RANGED DEFENSE like you seem to want.As I said above I've fixed the problem with Overcharge (5 posi's no proc) but what else can I do with the 3 slots in LRM? I can take them out and use them elsewhere but they're providing 1.88% Range defense that i don't think i can find elsewhere.. STUN is only in there as a set mule (and maybe an oh s$%^ button) I would've liked piercing shot with Posi's but THAT would lose me over 3% range defense.. unfortunately it seems that to get SOFTCAP to range I'd have to sacrifice the "theme" of a 99% ranged blaster or some damage somewhere...
It is just that LRM Rocket actually is a good ability and it makes me sad to see you gut it like that. You can alternate build up + LRM or aim + Overcharge on spawns to not be that bad. When you get judgement and can cycle that in, you basically have a nice powerful aoe on demand.
I also like plainguy's build if you want to go in that direction.
Best of luck regardless and I am sure you will do well with your build! -
I don't like your last build glasswalkerny.
You got perma-hasten, which is nice, but you gimped the powers that would most benefit from high recharge: Overcharge has crap damage and LRM Rocket has crap everything.
The whole point of getting high recharge would be to help those long-charging abilities get up faster, but it's not worth it if you end up neutering them. -
Hi,
This is my tentative plan. It seems to be what you are going for as well. Note that you can use the same weapons models for munitions mastery as well as beam, so I consider that to be the default choice, bar none, for beam characters.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Beam/NRG Blaster: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 2: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Cutting Beam -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(21), AirB'st-Dmg/Rchg(21), Acc-I(23)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(29)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), DefBuff-I(31), DefBuff-I(31)
Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Penetrating Ray -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(37), ExecCtrt-Dmg/ActRdx(37), ExecCtrt-Dmg/Rng(37), ExecCtrt-Dmg/Rchg(39), ExecCtrt-Stun%(39)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(39), GftotA-Def/EndRdx(40)
Level 26: Piercing Beam -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(40), AirB'st-Dmg/Rchg(40), Acc-I(42)
Level 28: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), GftotA-Def/EndRdx(42)
Level 30: Assault -- EndRdx-I(A)
Level 32: Overcharge -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(43), AirB'st-Dmg/Rchg(43), JavVoll-Dam/Rech(43), Acc-I(45)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(50)
Level 38: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 41: Body Armor -- ResDam-I(A)
Level 44: LRM Rocket -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), AirB'st-Dmg/Rchg(48), JavVoll-Dam/Rech(48), Acc-I(50)
Level 47: Fly -- Zephyr-Travel(A), Zephyr-ResKB(50)
Level 49: Power Boost -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(19)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 25.81% Defense(Energy)
- 25.81% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 33.63% Defense(Ranged)
- 8% Defense(AoE)
- 2.5% Enhancement(Held)
- 28% Enhancement(Accuracy)
- 26% FlySpeed
- 40.66 HP (3.37%) HitPoints
- 26% JumpHeight
- 26% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 7.7%
- 12.5% (0.21 End/sec) Recovery
- 3.13% Resistance(Cold)
- 26% RunSpeed
- 2.5% XPDebtProtection
Set Bonuses:
Thunderstrike
(Single Shot)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Power Thrust)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Charged Shot)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Disintegrate)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Hover)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Lancer Shot)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Penetrating Ray)- 2% (0.03 End/sec) Recovery
- 3.13% Resistance(Cold)
- 2.5% XPDebtProtection
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(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)- MezResist(Immobilize) 2.2%
(Maneuvers)- MezResist(Immobilize) 2.2%
(Cryo Freeze Ray)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Fly)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- Knockback (Mag -4), Knockup (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;666;1332;HEX;| |78DA6594DB72D250148613082267E8015A2A145A7BE06080D1F1D6996AEDE8B49D8| |A33DE62DA86746B1A1082632F7D056FBCF2381EC719BDF2095AABCFA0BE82879B7A| |BAC105EB6FAB930CF025FFDE6BFD7FF60E59BA752EF87AE1F619490E9D35B576BB3| |647BFB6DEF22E6B76A7A599121DD1395DDB2C2D571732FB83248EE2BC56D52C435F| |577B736A555137F5C9FD91CB9D66B3D1B2D5794B6F195BB525CD12CD8EA9D9A2614| |9819546C354CF9BC2D8B0437CDE3B159611E95F2DEADABADE6A6F8866AC7F7DC1BA| |29DA625598C2DE8ACF37C59ABAD4B144AF559B1AF7ECB64628D5347D6B43128EAE4| |7BA47A82892EB3EF880A93C041F318F3C666E4AFFD4D63166308F6E8082E9BF065E| |675E255F19B5327C83F00DC2370CDF307CA3F0D5A8D6CDB56EF75BD686DE80AF98F| |1247395E67AE0E3814F1C3E23F019814F123E49F8AC51AD976B656F81B563A08F06| |7C3267F07D74F1D827663A2DFDC775EA1340860032A49121830C1964C8204316191| |A84106A434FB87FF629F88C39F91C7C01BE64DEA0AA08D74A11E4D6294B0CFD62DB| |AC1DDF01DF81BBCCE9F7E007A64CF73C887E83585F3769C3D08613B420297A4E484| |BF0DAB8127E997B8489330A7D9875CA318A3D1CC51ECE600F67B0873978C4A8DF18| |FA8DA15F0EFD72E8374073523C474A65B9CE208F71F650C6E19187471E1EF9D3EE3| |E8BF0B20913D8F309AC5905DCA1A95358BBA93D5EE3E20FF027F3C42FF037F887B9| |4DB5B3C8375BE47EBBA41590AF807C25E42B215F09F92AC817A0FB54914FC57357F| |9CC6C935AC65E9491F98B9FFE67F095BB7448DF0E1559BEC2AB19BDC8ABF8D531FB| |FBA1E292EFB2CFC01D3083FF8472F01EA04FAF2ADB53B8AA9B778C961D4AC5A19C7| |428A71CCAA24359510EDE2AC8EF8B1EBC2BBA97E8E1ADE0FC2F9C28F79C| |-------------------------------------------------------------------|
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Breath of Fire from Fiery Melee.
Just relax and fill in the targetted AOE set. It's not the end of the world... -
Quote:I did this on my bane, and managed (with double stacked assault) a damage bonus of +58.5% (while still having 54-ish% melee and ranged defense.) Build is below.Just out of curiosity, has anyone ever tried to focus on +dmg bonuses? How much can you get? Is it worth it better than recharge?
I think it works best on "Assassin strike" type characters like banes and stalkers where you really do want to deliver a lot of damage in a short amount of time. Blasters seem to want to do more AOE damage over an extended period of time, and I suspect defense is going to benefit them more. Builds differ, of course...
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mist: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(7)
Level 4: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 6: Assault -- EndRdx-I(A), EndRdx-I(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx(27)
Level 14: Combat Jumping -- ULeap-Jump(A), ULeap-Stlth(29)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(29)
Level 18: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 22: Mental Training -- Run-I(A), Run-I(36)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), Rec'dRet-Pcptn(40), Rec'dRet-ToHit/Rchg(42), EndRdx-I(42)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 35: Aid Other -- Heal-I(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
Level 41: Web Envelope -- Acc-I(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(50), EndRdx-I(50)
Level 49: Combat Training: Offensive -- Acc-I(A)
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(9)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A), Jump-I(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
------------
------------
Set Bonus Totals:- 28.5% DamageBuff(Smashing)
- 28.5% DamageBuff(Lethal)
- 28.5% DamageBuff(Fire)
- 28.5% DamageBuff(Cold)
- 28.5% DamageBuff(Energy)
- 28.5% DamageBuff(Negative)
- 28.5% DamageBuff(Toxic)
- 28.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 25.19% Defense(Melee)
- 13% Defense(Ranged)
- 5.5% Defense(AoE)
- 9% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 84.33 HP (7.87%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 11%
- MezResist(Immobilize) 17.6%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 10% (0.54 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Bash)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Wolf Spider Armor)- 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)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tactical Training: Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Combat Jumping)- 4% JumpSpeed, 4% JumpHeight
(Pulverize)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shatter)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Cloaking Device)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Surveillance)- 10% (0.54 HP/sec) Regeneration
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Tactical Training: Leadership)- 2% DamageBuff(All)
(Tactical Training: Leadership)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Crowd Control)- 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)
(Aid Self)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Shatter Armor)- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tactics)- 2% DamageBuff(All)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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They all sound fine. Which do you like best?
My gut feeling is that the TA/sonic will be the most team-support-based because it will be debuffing resistance A LOT. /sonic doesn't really have a lot of OMG Wow AOE damage though (the nuke crashes, and 3 other AOEs yes but they are not really big damage ones--at least they are all cones though so easy to line up.) You won't be a soloing beast end game but should be okay. You will be good against hard single targets soloing though.
The fire/TA and A/TA will be debuffing resistance less and so arguably less useful on a team. They will have reliable AOE damage (fireball and rain of fire or rain of arrows) so will be better soloing. Note that I say this regardless of the fact that they happen to be the ones you chose as corruptors and not defenders. It is more because of the actual blast sets involved (a TA/A solos fine end game as well.)
Probably just go with what you like best and see how it is. Do you have a concept for one that you like a lot? Go with that one. -
I have a sonic/sonic corruptor that I love but fell by the wayside when I realized sonic/sonic defenders were better. But I didn't want to start a defender because :P I had so much time invested in a corruptor. Anyway, I finally just rolled up a sonic/sonic defender (villain-side, because for better or for worse I seem to know the badges there more.)
Here is my little encounter as a lvl 9 defender today:
http://www.freeimagehosting.net/c3fe8
Ah, it's like old times with my TA/A! It makes me laugh. I can't imagine who would want some anemic lvl 9 heal over an equally anemic pair of lvl 9 shields...lolz. -
Quote:I've had it in other builds and can certainly understand someone getting it. Basically, unlike maneuvers or weave which don't need any action at all to work, it is a click as you said (and so another action.) A valid criticism against TA is that sometime you are going to want to attack, and you have to cut the debuff cycle short at some point. But yes, the build could be modified to get it.Ail, why didn't you pick Flash Arrow? I think otomh it can be about -10% tohit which to me is pretty damn nice. Better than weave, better than maneuvers, possibly put together depending on your own build, really just another click.
Plus of course, maneuvers and weave are contributing +12.5% global recharge each and I think the most you could manage with flash was +6.25%.