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Posts
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Quote:I think the lower base damage is in part due to the fact that it's a ranged attack.Oh I already did. I rolled up a Dark/Mental blaster and gave it a run through. In my feedback there I questioned why it wasn't a 10/1.96 like Siphon Life.
(Frankly with Abyssal Gaze in Blaster Dark Blast I think the set plays well enough without a tier3, but it'd be nice for Defenders and Corruptors.) -
Quote:Kin says "Hello." Kin is ST heavy with a fair amount of mitigation. It's very MA like in those regards as does the fact that when you "crit" with the tier 9, you get a special bonus out of it. Kin gets PS recharged, MA gets it's next attack to crit so if Dragon's Tail is even remotely useful people use that.If you're not increasing the spawn sizes with the difficulty setting, a Rad/Rad shouldn't be defeated TOO often once you've got SOs for the toggle debuffs. Accelerate Metabolism provides some small amount of help by shortening mezz, and the self heal should let you get away with carrying more breakfrees than I usually do on my characters, since you won't need as many greens.
That said...the following is opinion, leavened by some experience playing and reading:
Dual Blades, Martial Arts, and Katana are the prettiest primaries, in roughly that order.
Spines, Claws, Electric, and high-level Dual Blades are the best AoE, followed not far behind by both sword sets...and with a special mention of Fire, which has only one AoE but it's the hardest-hitting, and half the damage is a good damage type to boot.
Dark Melee, the sword sets, and Martial Arts give the most mitigation (so far -- the eventual introduction of War Mace and Battle Axe will give Scrappers new mitigation-heavy primaries).
Dark Melee, Martial Arts, and Fire are the main sets people think of as single-target. All three are hard-hitting. The sword sets also do well here -- each ends with two essentially single-target heavy hitters, and Broadsword has a third very hard-hitting ST attack in Hack, which is matched by Katana's substantially smaller but blazingly fast Gambler's Cut. Spines and Electric Melee are actually not especially good at single-target, probably as a concession for being so good at AoE.
I'll let someone else tackle the secondaries. -
+1. I also don't get not rolling it knowing it's getting buffed. IIRC, the strong and pretty thread was actually made before the initial changes to EA and that's where much of the dislike for the set was coming in. Once Freedom hits, you'll have pretty much no reason to not roll one. Might as well get a head start on getting it leveled up unless you are waiting to roll something like Kat/ea.
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Well, it made $10 million to rank 4th for the weekend even getting beat out by "Spy Kids: All the Time in the World" and that's considering it opened at over 3K theaters. It's budget was $90 million. That's gonna need a hell of a cult status to make up for that.
FYI, Fright Night, which got rather positive reviews(74% on RT), made even less. This was not a good week to open. -
Any/any.
[/thread]
It's just a matter of preference in terms of AoE, ST, etc... -
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Quote:They can stay at the door and wait for you to be done. Make sure they have a full set of inspirs and that they don't use any. Now all the inspir drops go to you.Okay, just learned the hard way that this is NOT the arc for PL'ing a teammate.
The split of inspie drops is absolutely detrimental to your performance.
Also, unless they're glued to your backside, they tend to die and take a bunch of ambush mobs with em, splitting your kill pool.
PL through level pact? Cool.
PL through teaming in the same arc? BAD! -
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You are playing the alpha strike role with a damage aura, you have no heal as of yet, and there is no support on the team. I ran a DB/sr and DB/elec both at 32/33 with common level 35 IOs into Crey's and the DB/elec performed much better. The DB/sr got low on health a lot, so I had to pop more inspirs. My Spines/elec under the same conditions did even better, but Spines is made for street sweeping. Also note the /sr your kid is playing with is Kat/sr so they get DA and that will make /sr look a lot better than it is at that level. Outside of Energize, getting Burst will help a lot.
I have a ElecA for a tank, 2 brutes and 2 scrappers, and I'm vastly fine with all of them in terms of performance on SOs/common IOs slotting. It bugs me I need to take Grounded, but it's just the norm that armor sets with a damage aura have to go out of their way for KB protection as a balancing point. I dislike brutes getting Energize at 28 and I think it should be changed to be just like scrappers. The tank is a Hardcore one so if it dies it's done. It's the first of 3 tanks for me to hit 22 and is still kicking at 24. Granted, going Elec/dark kind of helps. It didn't help the Invul/dark though. The brute version essentially soloed Protean without inspirs. I had to burn through all of mine to figure out how to handle him being so annoying, but once that was figured out I took him out using his whole health bar and no inspirs. -
Quote:Everybody in range.You know, I never really tried a character with a Dark power before. I am intrigued by the possibility. So much so that I've already created a costume and thought up a name for her. Again, if you would be so kind as to post your cheap-and-easy build, along with tips on how to properly run her, I'd be most grateful as I feel myself being drawn to the Dark Side.
Btw, is Howling Twilight a rez for one fallen ally or every fallen ally within range? I read the power's description in MIDs, and the way it's worded, it sounds like a group rez. -
Part of the problem for me posting an SO build is just like Local Man said, it's kind of a personal thing. I think he nailed the basics. To me I didn't take Hurricane, but I know other disagree with it. Mine is a pre i19 build so that is a factor as well. I would simply add in the Fighting pool, but I'm doing that in part to stack with my epics and I'll be using IOs and Incarnate powers to cover the end cost, so it's tough for me to say "Run this" when I know I wouldn't run it on SOs either unless teamed with support to handle my end issues. In solo situations, I would just likely not use the Fighting pool since I wouldn't need it in that situation.
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Skim this thread. Weed through some of the other back pages that are loaded with builds. Come up with something on you own. If you have questions after that, you can ask them here.
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Any reason you went Elec mastery over the others? A level 50 Fly IO does nothing for you since you are at the flight cap even being unslotted. I did very minor tweaking. It has 6 7.5% recharge bonuses so that would need to get fixed. It does add about 5% more ranged and gives you KB protection though.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Shadow Kron: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(46)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(46)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(5), AdjTgt-ToHit/EndRdx/Rchg(5), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(40)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15), LkGmblr-Def(15), LkGmblr-Rchg+(42)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31)
Level 18: Conserve Power -- RechRdx-I(A)
Level 20: Stealth -- LkGmblr-Rchg+(A)
Level 22: Invisibility -- LkGmblr-Rchg+(A)
Level 24: Sniper Blast -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(25), ExecCtrt-Dmg/ActRdx(25), ExecCtrt-Dmg/Rng(43), ExecCtrt-Dmg/Rchg(43), ExecCtrt-Stun%(43)
Level 26: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(37), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx/Rng(45)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Nova -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 44: Surge of Power -- ResDam-I(A), GA-3defTpProc(50)
Level 47: Charged Armor -- ResDam-I(A), S'fstPrt-ResDam/Def+(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(21), Numna-Heal(23), Numna-EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(34), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(42)
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At worst you are getting 5 silver rolls versus one gold roll, so you have to hit rather well on gold rolls for them to work out. I can see doing some gold rolls if you want some random chance of getting something really good, but I don't see myself making it the main thing I roll.
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Then roll the Plant/storm and be done with it. Any issue Storm has that other players hate can be kept in check in vast part by Plant. Tornado can be countered by your immobilization powers and you just need to be careful using Hurricane, which to be honest can be skipped, but that's merely personal preference. Even on my Storm/dark where I don't have any sort of -KB power, people have never complained about me playing it.
P.S. If you have any qualms about /storm you could either go /cold, or /ta. -
Quote:There is the factor that Spin also recharges two seconds faster than Spine Burst.As I just mentioned, I took a completely new character up to level 26 in one hour. That's one hour of actual playing; I stopped the timer a few times for kid agro. It was a total of 11 mission, or 2.2 arcs worth. Check the video posted earlier in the thread, that's basically what you should be doing. You only defeat the 2 spawns at the ramp plus the ambushes, then exit. Rinse, repeat, till 50 (or whenever you want to stop). I'll run the numbers for Scrappers at their damage cap, but I don't think they'll be nearly as good.
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The way I remember it was -res gave you the bigger benefit, but Kin offers so much +dmg that it outweighs the smaller -res number. Add in Kin's ability to boost recharge and Kin wins for going from point A to point B the fastest. Not the safest, but the fastest.
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Now something more sane to look at.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Shadow Kron: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(46)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(46)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(5), AdjTgt-ToHit/EndRdx/Rchg(5), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(40)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 12: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(42)
Level 14: Fly -- Flight-I(A)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(34)
Level 18: Conserve Power -- RechRdx-I(A)
Level 20: Stealth -- LkGmblr-Rchg+(A), DefBuff-I(48), DefBuff-I(48)
Level 22: Invisibility -- LkGmblr-Rchg+(A)
Level 24: Sniper Blast -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(25), ExecCtrt-Dmg/ActRdx(25), ExecCtrt-Dmg/Rng(43), ExecCtrt-Dmg/Rchg(43), ExecCtrt-Stun%(43)
Level 26: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(37), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx/Rng(45)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Nova -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 44: Surge of Power -- ResDam-I(A), GA-3defTpProc(50)
Level 47: Charged Armor -- ResDam-I(A), S'fstPrt-ResDam/Def+(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(21), Numna-Heal(23), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(42)
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Quote:The -4 is only for Apex and Tin Mage. Any other trial and you are at zero, or up to +3 depend on what T3s you have in your incarnate powers. Once you put something into your alpha slot, you lose the -4 penalty.That sounds awesome. Although I am still trying to wrap my head around Incarnate and how these NPCs work mechanically. I understand if you enter an incarnate TF you get a -4 levels put on you. Outside of that, if you have full incarnate powers (Which increases your defenses and offense ten fold) I don't see how the enemy group is a match unless they deal untyped damage (Because if you are at resistance cap?) or if they have so many hit points that you need the extra damage.
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You may simply need to try both and then find out what one works for you best. Maybe both of them become fun. You could for a concept go with the dom as the evil twin, or have one be male and the other be female and they are Romeo and Juliet type lovers. I can see where one might have mostly green and some brown for colors and the other one has the inverse, or whatever color scheme you want to go with.
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Normally I would say corr, but for what you are doing I would say Kin/sonic.
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Pro: Elec armor can laugh at the amount of energy attacks that are used by mobs.
Con: You don't get Grounded until 16.
This is still better than say a /regen scrapper who has no mez protection until 16 mind you. Once my SS/elec brute hit 16, I was pretty much steamrolling things. -