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Posts
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Joined
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IMO, level 50s are "the best." A large enough amount of people aren't planning on being exempt enough to where having IOs below level 50 matter to them all that much. The poster children for this are farmers.
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You get hit less from Sappers and other annoying things with higher defense. Higher HP would be right after defense though.
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After I played a Ill/rad based on Tom Foolery's solo build, I've come to the conclusion that EF is fine at 2 slotting for end reduc. It will be a little harder early on, but you can eventually put two level 50 common IOs in there and that will be more than enough. RI doesn't "need" the end reduc in it either. I'm not against the heavier slotting for end reduc in either power though. Those are rather classic slottings. If you have slots to toss around, or want a certain set bonus out of RI, then by all means go for it.
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Pretty close to the slotting I would do.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 25 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Radiant Aura -- EndRdx(A)
Level 1: Neutrino Bolt -- Acc(A), Acc(3), EndRdx(5), Dmg(7), Dmg(13)
Level 2: X-Ray Beam -- Acc(A), Acc(3), EndRdx(5), Dmg(7), Dmg(23)
Level 4: Radiation Infection -- EndRdx(A), ToHitDeb(9), ToHitDeb(9)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(11), RechRdx(15)
Level 8: Swift -- Run(A)
Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(15)
Level 12: Lingering Radiation -- Acc(A), Acc(13), RechRdx(25)
Level 14: Health -- Heal(A)
Level 16: Irradiate -- Acc(A), Acc(17), Acc(17), EndRdx(19), EndRdx(19)
Level 18: Enervating Field -- EndRdx(A), EndRdx(23), EndRdx(25)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Aim -- RechRdx(A)
Level 24: Assault -- EndRdx(A)
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Quote:RI from /rad actually hurts the effectiveness of Seeds since the mobs are hitting less. EF doesn't really do anything for Seeds, the -res and -damage counter each other. Fulcrum and Siphon Power from /kin also are counter productive towards Seeds with their -dmg. /ta and /storm would be the top two picks for me. They both will get the best -res outside of /sonic on teams and add damage.For Plant controllers there are some very good choices for secondaries. Kinetics can boost your killspeed a good bit. Rad can also speed up your defeats, but also makes a good contribution to your safety. Storm mixes well with plant to create a sort of Jack of all trades. Those are the three that you'll probably see recommended most often.
For a dom, Plant/fire would be good. -
The biggest annoyance is going to be against high def targets, or something that debuffs your tohit.
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Quote:The poster child of Rad/sonic, Jock, slotted a ton of end reduc into his build for when he soloed AVs and such. I didn't like his build as an example to use, but he said he had to build it that way to pull those fights off.That's the problem I'm having with my Rad/Sonic defender. He's softcapped to ranged and I can survive a GM fight, but if I attack fast enough to keep their HP bar moving downward my end drains too fast.
Need more recovery and I can't find any way to do it outside of a Miracle +Rec, and I don't have the cash for that currently. -
Quote:Damage chartsThanks for all the replies,
I have one more question, how is Dual Blades compared to Katana? IS it roughly the same DPS and AoE wise?
ST Katana will win. AoE DB will win. Neither will win by huge amounts. -
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It was the buzzsaw build for brutes, but then they went and changed Dark. To me Dark feels better on a scrapper anyway. I got my Dark/elec brute up to 22 before the Dark changes happened, but I haven't really gone back to it. /elec at that time was far from impressive, so I kept getting distracted by better performing builds. With both sets getting changed, I think it will be a much smoother road, but, again, I haven't gone and really played around with the changes too much, nor do I have Energize.
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SC has a 3 second animation so I wouldn't consider getting it off quickly. I have died, and/or had teammates die because I was stuck in it's animation.
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Quote:Sorry, but I have badge and TF channels set up for Victory. I have logged in during prime time playing and asked if anything was going on only to get zero responses. I have logged on and played characters to only see zero comments even from other people during the whole time I was logged on and I would play through multiple characters. Compare that to me being on a higher pop. server and kicking myself for missing out on a number of TFs because I'm already on a team.Victory is Task Force central - although, I guess if you don't have time for TFs, then it might be diffrent
I fully admit I need to do some work and getting better at doing teams and TFs on Victory, but that can be said for any server I play on. It's just with the other servers I can afford to be lazy and still get invites.
Sorry I missed this time. I needed to be a little productive this morning. Generally speaking I can play for a little bit on Sat. mornings, but Sundays tend to be the best. Sunday tends to be my off day and then one other day which is usually Wed. -
I actually did the arc and enjoyed it. I was playing on one of my characters and doing AE missions and I saw Sister Flame and went, "Hmmm, the team must be doing her arc. Wait, we are outside of the mission.... Oh, that's the actual Sister Flame on my team." I was surprised to find out she was only like level 27. She tried to get her brother on the team, but the team disbanded before that happened.
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Quote:It's called needing to up the difficulty setting.Well, heres a question for you.If im running a Cold/Ice Defender, and I rip into the mob from a distance with Sleet, Ice Storm, and then hit them with Blizzard, and they die from my actions alone, and the team, as well as my self lives, wouldnt that be considered Tanking?
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Quote:You need four attacks. The two ST and AoE attacks and that's really it. For pulling, I always use Siphon Power, and that's factoring in the near non-existence of me pulling on a Kin in the first place.Okay, I can see your point but like I said I only use moonbeam for pulling mobs. I don't use it in fights. I already have 10 attacks and only 8 fingers (I don't use my thumbs). There are only 10 slots to a tray anyway. I can't put any more attacks in tray 1 which is where all of my attack powers are. Actually, I'd have to look but I think it's really 11 and there's already one power that I'm not using. Maybe I do have room for leadership then I just need to decide on 4 powers that I can do without.
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I would never skip it. Even on a defense set that benefits from having mobs close to me. It's too much of a godsend in terms of an "oh crap" button, or something to start off alpha with.
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I currently have Hurdle on a TA/a defender and I don't have Health, or Stamina and it's level 23. I have no real desire to add in the rest of the powers at this time. I'll switch Hurdle around to be a later pick, but you get the idea.
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Gloom. 1 acc, 3 damage, 0-1 end, 0-1 recharge. You have it slotted for the debuff and complain about damage. Hmmm.
Transfusion 1-2 acc, 3 heal, 1 recharge. The end mod really isn't worth slotting for. Even on a Kin that uses Elec.
Moonbean. Drop it for Dark Blast. Kins should be way too busy to wait for a 4.33 second(IIRC) animation.
Siphon Power. 1-2 acc, 0-3 recharge.
T.T. 2 acc, 3 damage, 0-1 end, 0-1, recharge. Again, you are slotting an attack for it's secondary effect over it's primary one.
Siphon Speed. 1-2 acc, 3 recharge. The slows are only really helpful in PvP.
Nightfall. 2 acc, 3 damage, 0-1 end, 0-1, recharge.
Health can be one slotted until you have slots to toss around. I mean, you have 3 slots in Health and yet only 4 if your AoEs?
ID. You could toss a KB protect in there and maybe one other slot. Again, 5 slots in this and 4 in the AoEs.
Torrent. Skippable, but I won't protest too much for taking it.
SB. I wouldn't slot for travel increase unless it's for PvP, or you hate your teammates. SB is hell in caves as it is. I usually go 3 end mod and call it a day.
Stamina looks decent. Skipping the need to take it debate.
Stealth sucks for def so I wouldn't it for that. Maneuvers is a vastly better pick.
Life Drain. Skippable. It does low damage and you don't need another heal.
IR. Slot for Jump.
Invisibility. The def is only worth slotting if you want to run it all the time and I'm neither for, or against it.
Recall when the nuke opened. Please hand in your corr card. Yes, it's useful, but it can taken at 49.
Transference. 1-2 acc, 2-3 end mod, 2-3 recharge. I tend to go 2, 2, 2. Range really isn't useful since you want to be close to where to fires off anyway.
Fulcrum. 2 acc, 3 recharge. Range, again, does nothing for you here.
FA. Take Maneuvers and Tactics and call it a day instead. Both toggles get 1 end reduc, and slot for what they boost.
Web Envelop. 2 acc, 1 end reduc, and put a Traps of the Hunter damage proc into it if you have the slot for it. This also comes across as a slightly wasted pick due to you having T.T.
Summon Disruptor. 1 acc, 3 damage, and hold if you have the slots.
I would also work in Hasten and Vengeance since you should be taking Maneuvers and Tactics anyway. Vengeance gets 3 slotted for def. A teammate dies and it makes pretty sure another one doesn't unless you were screwed to begin with. -
Quote:Reposted your build due to how it came out for you.This is Dark Flea from freedom as he is now. I usually just take what drops I get and slot them unless they seem useless then I sell them. Occasionally, I'll buy a few to fill out sets. In all honesty I barely know anything about frankenslotting or getting soft cap or hard cap. I've heard the terms but I know very little about them. I would like to make Flea less susceptible to Mez and have him do more damage. The recharge rates are great but I wouldn't want to lose any. I'm kind of new to mid's so I hope I did this correctly:
"Edit": If it's possible to do all of this and add some accuracy and make my buffs/debuffs stronger too I would like to do that as well.
Soft cap for defense is 45%. Hard cap is much higher and you won't hit it. You "can't" do more damage on a Kin since Fulcrum should be putting you at the damage cap anyway. The only way to do more damage would be to be able to slot in -res procs somewhere, or damage procs. Siphon Power and Fulcrum will not buff the damage of a damage proc. You also can't make the buffs/debuffs better outside of slotting for more tohit debuff in the attacks and I highly don't recommend it.
Slotting advise forthcoming because that's an ugly build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Flea: Level 50 Science Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Gloom -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(3), SipInsght-ToHitDeb/EndRdx/Rchg(3)
Level 1: Transfusion -- H'zdH-Heal/EndRdx/Rchg(A), H'zdH-EndRdx(7), Heal(7), Acc-I(9), EndMod-I(9)
Level 2: Moonbeam -- ExtrmM-Dmg/EndRdx/Rchg(A), ExtrmM-Dmg/ActRdx/Rchg(5), ExtrmM-Dmg/EndRdx(5)
Level 4: Siphon Power -- Acc(A), Acc(11), EndRdx(13), EndRdx(13), RechRdx(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Tenebrous Tentacles -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Immob/Acc(11), TotHntr-Acc/Rchg(15), TotHntr-Acc/EndRdx(17)
Level 10: Siphon Speed -- ImpSwft-Dam%(A), Slow-I(33), Acc(33), EndRdx(33), Acc-I(34)
Level 12: Night Fall -- Det'tn-Acc/Dmg(A), Acc(17), Dmg(19), EndRdx-I(19)
Level 14: Health -- Heal-I(A), Numna-Heal/EndRdx/Rchg(34), Numna-Regen/Rcvry+(34)
Level 16: Increase Density -- Aegis-Psi/Status(A), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(25)
Level 18: Torrent -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(21)
Level 20: Speed Boost -- P'Shift-EndMod/Acc(A), Winter-RunSpd/Jump/Fly/Rng(29), Winter-RunSpd/Jump/Fly/Rng/EndRdx(31), P'Shift-EndMod/Acc/Rchg(31), Winter-ResSlow(31)
Level 22: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 24: Stealth -- DefBuff-I(A), DefBuff(40), EndRdx(40)
Level 26: Life Drain -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg(29)
Level 28: Inertial Reduction -- EndRdx(A)
Level 30: Invisibility -- DefBuff(A), DefBuff-I(43), EndRdx(46)
Level 32: Recall Friend -- RechRdx(A)
Level 35: Transference -- Acc(A), P'Shift-EndMod/Acc/Rchg(36), EndRdx(36), Range(36), P'Shift-Acc/Rchg(37)
Level 38: Fulcrum Shift -- Acc(A), EndRdx(39), EndRdx(39), Range(39), RechRdx(40)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(42), EndRdx-I(42), DefBuff-I(42), LkGmblr-Def/Rchg(43), LkGmblr-Rchg+(43)
Level 44: Focused Accuracy -- EndRdx(A), EndRdx(45), EndRdx-I(45), ToHit-I(45), GSFC-Build%(46), GSFC-ToHit(46)
Level 47: Web Envelope -- RechRdx-I(A), Acc(48), Acc(48), Acc(48)
Level 49: Summon Disruptor -- RechRdx(A), Hold(50), Acc(50), ExRmnt-Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge -
Quote:+1. Ranged defense is very secondary compared to s/l, melee. I always keep Siphon Power even if it is left at 1 slot.Yeah, once you've got Fulcrum Shift Siphon Power loses a lot of its utility. I still use it on AVs to debuff their damage more.
As for ranged def vs smashing/lethal, for a corr I'd go s/l. Even if you're not going to be in melee all the time, s/l is very easy to build for on a corr because of Scorpion Shield. But especially since you're a kin you should go for s/l because almost all melee attacks that could get aimed at you when you're in the fray for Fulcrum etc will have a smashing/lethal component, whereas ranged def wouldn't help you at all. -
Forgive my ignorance, but what "God Mode" powers that squishies get offer Mez protection? Offhand I keep thinking about "God Mode" powers and I keep thinking of melee sets that already have mez protection by default.
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Quote:I would view Plant as the more one trick pony versus Plant/storm. Seeds is by far the best tool Plant has. Vines is on a long timer. Spore Burst is a sleep, which is only really useful on a real level when soloing. On teams it's fairly mediocre. Fly Trap, oh how you make me forget Plant gets a pet. Creepers are awesome though. I still say /ta is the best match for Plant. Seeds + stacked -res + a lit Oil Slick.One-trick pony? I'd describe plant/storm as "always one more trick up your sleeve". SoC not yet recharged? You've got Vines and Spore Burst for hard control, Carrion Creepers and Fly Trap to tank for you, Freezing Rain to knock them on their backs, and Gale and Tornado to send them flying. Once you've disrupted the alpha strike, you've got Snow Storm to prevent them from attacking as often, Hurricane to keep them away from you (and provide a hefty to-hit debuff if you can corner them), and Strangler to lock down any particularly problematic opponents.
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I have really noticed Freedom being slower than normal as of late. It's Freedom, but no where near what it use to be. Virtue has been rather good and I've been playing there a lot. Victory, well, still waiting for the game to pick back up for that server.