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Posts
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Joined
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Quote:Katie, I crunched the numbers above. A Musculature Boost (the common version) is about a 9.5% damage buff - slightly worse than Scrapper Assault. A Core/Radial Musculature Boost (uncommon) is a 14% buff, while the Very Rare damage boost is 24% - a permanent small red inspiration. Substantial, but not game-breaking by any standard.The math is a little trickier than that, and this is what keeps the Alpha slot from being overpowered. First, the power increase is to the base values of the powers, and second, only a fraction of the increase bypasses Enhancement Diversification.
Consider a character with an attack that does 100 points of base damage, is slotted to the ED cap (95% enhancement), and adds a Musculature Core Paragon Alpha enhancement. Before the alpha slot, the attack would do 195 points of damage; after, it would do an additional (100 * 0.45 * 0.66 (non-ED enhancement)) + (100 * 0.45 * 0.33 * 0.15 (ED enhancement)) = 32 points of damage, for a net increase of 16%. Since the Alpha slot applies to to all powers, someone with a maxed-out attack chain would do about 16% higher DPS -- still not enough for a scrapper to solo a Giant Monster. -
Quote:Assuming already ED-capped, Schedule A (Acc, Damage, etc)That's what I was going to say. They will be useful for Enhancements that you don't have already maxed out, like Accuracy or End Cost, but not so much Damage. They DO "resist" the ED cap a little bit, but only so you'll get like 110% instead of 100%. (Note that I do not have the real numbers. So that was just an example. I would expect it to be more than 5% and less than 33%, though)
Common: ~9.6%
Uncommon: ~14.3%
Rare: ~19.0%
Very Rare: ~23.6%
15% of the ED-affected portion plus 100% of the ED-resistant -
Quote:Possibly because the Incarnate System needs a bit more explanation than can fit in one of those message boxes? Rather than give a half-right, half-misleading answer, they said "The Incarnate System has arrived! Check out the website for the details." and left the three-page explanation and the four boost trees for the website, where it could be displayed a bit more logically. Also, Mender Ramiel will explain all of this if you ask.There also wasn't much of a GMOTD when I19 dropped. Usually there's a little more extensive info directly on the message screen. This time, it was a rather small, 2 paragraph thing as I recall, pretty much only directing you to visit the site. Rather unlike them, since I know most prior releases have had WAY more info right on the message than this.
In short, they told you to visit the site because the site is the best way to learn about this stuff. -
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On a Fire tanker? That room was the most fun I've had in ages. Straight for the boss, Hasten up, cycling Build Up, Fiery Embrace and Healing Flames, and dropping as many AoEs as I could. Made for a rather surreal conversation afterwards.
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Quote:That'd be because the Ramiel arc requires visiting Cimerora (minor spoiler, but whatever). If you haven't done that arc, you can't finish Ramiel's, so he won't give it to you unless the arc is finished. It's the closest thing the game has to a "able to access Cimerora" flag, but if you get up to the "speak to Imperious" mission and don't talk to him, you can access Cim but haven't finished the arc.The real reason seems to be that if you have a certain story arc open, even if you're not full on missions, you won't be able to talk to Ramiel and he will act as if you have too many missions. The story arc in question is the one where you join the Midnighters. If you don't complete it all the way by talking to Imperious it will somehow block Ramiel.
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Too many story arcs. No-one ever remembers that there's a limit on how many arcs you can have going at once. You can spot them by the little book icon below the contact's picture. Try finishing one and speaking to Ramiel again.
You can tell if this is going on because he'll give you the "too many missions" dialogue, even if you have no missions. -
Quote:Unfortunately, it's only the ranged attacks that have been done at this point. More significantly, all the new animations have exactly the same length as the existing ones - they're strictly cosmetic. Also, there was a great deal of repetition between the new animations and some strange choices about the available alternates (It's now possible to make an Ice Blast character with only one single-target attack animation). Still pretty cool, though. Most of Sonic Attack doesn't need to be shouts any more.ve played some high end toons before with Energy Melee, and i dont think the animations take TOO long, but i do see what yall mean, but i love the toon so far, hes level 38 now i believe. i read somewhere that with i19 there would be different animations for different powers, not sure if Energy Melee will be one of the sets affected, but who knows. anyways, thanks for all the advice. i really dont wanna re-roll another stone tank, so imma stick it out with this guy for now and just see where it takes me. i mainly just wanna know what would be the best IOs for him and whatnot, anyone know any good builds?
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Quote:Willpower tanks favor typed defense. Heightened Senses is a good base to build on for E/N/F/C, and Kinetic Combats are always good for S/L.I never built anything for Psi on my WP and in all honesty I think people go overboard worrying about Psi as if it is the kiss of death for all tanks. Every single one of my tanks can handle Psi damage although they all do it differently.
First off realize that if you defense is positional it will help against Psi. Secondly a WP is already pretty well built to handle Psi attacks as their set is called WILLpower. Its is their strength of will or resolve that allows them to do some of the things they do. Also your regen is a major help as well.
And the idea was more to make a character that was softcapped to everything - the other tanker I've really enjoyed was a Fire/Fire, and I've really noticed the psi hole on that. I'm just going to have to settle for 30% defense and 40% resistance to one of the least common damage types in the game. -
Auroxis: Your build's only softcapped with unsupressed Stealth. It drops to around 42-43% to all but Psi once you attack. Probably not all that important.
Well, I'm going to go back over my earlier work and try to figure out a way to drop Stealth. Maybe that'll let me get Hasten and/or an APP AoE. -
Hey there. I've been loving a WP/Ice Tanker recently, and decided to throw something together in Mids. I was a little bit surprised by the results - it's a little bit End-heavy, doesn't quite cap HP, and probably has excessive recharge for a Willpower build that skipped Resurgence. On the other hand, it's soft-capped to everything but Psi, and has 43% Psi defense, without using any PvP IOs. That's with suppressed Stealth, by the way.
My main question is whether I'm sacrificing too much for that psi defense. Like I said, I'm shy of the HP cap, and not in the best Endurance position. Accuracy's lower than I'd like, too. And there's no padding on any of the defenses, with only 21% DDR - I figure that's what Lucks are for.
Anyway, here's the build. Comments and criticisms are welcomed, because I've never really tried either set.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(21), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(37)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg(34)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Regen/Rcvry+(48)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(40)
Level 6: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(46)
Level 8: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(33), DefBuff-I(46)
Level 10: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-End%(13), P'Shift-EndMod/Acc(33), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb(31), Taunt-I(31)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(34)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Rchg(27)
Level 24: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43)
Level 30: Boxing -- Acc-I(A)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Frozen Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(50)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(46)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 21.13% Defense(Smashing)
- 21.13% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 8% Defense(Psionic)
- 12.06% Defense(Melee)
- 4.25% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 41.25% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 337.33 HP (18%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.85%
- 7.5% (0.125 End/sec) Recovery
- 86% (6.729 HP/sec) Regeneration
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 3.125% Resistance(Negative)
- 3.125% Resistance(Toxic)
- 5% RunSpeed
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Quote:You bought him an Architect serial. That reactivated his account, even if he never logged in. Thus, it has been active within the last 90 days.I called in ...it has to be active. I was going to do the friend reinvite but his account said not inactive for 90 days. Apparently the system is not accurate at that calculation because after I bought him an architect serial it showed toons hadn't been played in 97 days. It's a small thing but it really should be accurate. It's enough to make me not want to recommend his mom buy the 6+1 month deal that is going on.
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Quote:No, that's whether or not 45% defense is really the soft-cap. Any defense beyond 45% is still redundant against +4's, because of the first clamp in the to-hit formula. However, that is before accuracy. After accuracy, those to-hit chances become (5*1.4) = 7% for minions, (5*1.4*1.15) = 8.05% for lieutenants, (5*1.4*1.3) = 9.1% for bosses and EBs, and (5*1.4*1.5) = 10.5% for AVs and GMs. Not 5%.Actually it is true unless you fight +6 or higher enemies. Up through +5 enemies only get an accuracy bonus, not a higher to-hit value. Likewise, higher ranking enemies like bosses or AVs get accuracy bonuses but not to-hit boosts. Since accuracy is applied after defense, that means that 45% defense will reduce any +5 or lesser enemy to a 5% base to-hit chance. Their accuracy bonuses may well increase their final to-hit to 7.5% or even 10% or so, but that's still the absolute lowest chance to hit they can possibly have (since nothing can offset increased accuracy in PvE)... you can have 150% defense and it won't make them miss any more often.
Enemies with to-hit buffs, on the other hand, do require more than 45% defense to floor their chances of hitting you. But since only +6 or higher enemies get increased to-hit from level difference, in general this only matters for enemies with to-hit buffs which are relatively rare. -
Fire/Fire here. In contrast with the other posters, I always open with my AoEs - I tend to hit Build Up and/or Fiery Embrace while I'm waiting for the spawn to group up, and Fire's "mitigation through defeat" is an important part of my playstyle.
I take point. I do damage. Taunt is a tool for keeping the spawn clustered - an important tool, but just one. On control-heavy teams, this is a little harder, and I'll focus on damage - AoEs where there are clumps, ST chains for AVs, BU -> Scorch -> GFS for spiking a boss. On buff-heavy teams, I might not be needed for keeping anyone alive, but I'm sure they appreciate someone who can turn a spawn into a tight little ball for AoE destruction. And on weak, uncoordinated teams, I can corner pull, taunt heavily, and set up a lovely little "fight here!" beacon in Burn.
I'm also one of that rare breed of Fire tankers who truly love Rise of the Phoenix. I don't love having to use it, but the combination of self-rez, PBAoE damage, and long, high-mag stun is something I can really appreciate. I have a Stun IO in the default slot, for a 21-second Mag 10 stun. That means that after a team wipe, I can hit Rise, and everyone else can use a wakie in perfect safety, because all the mobs are doing the drunk walk, too. -
Quote:Actually, Plasma Shield's not really a mez protection power - you need Fire Shield's Stun protection, too. Fire's nice like that, but the downside is immob protection in an AoE attack (which, admittedly, you want to use a lot), and no native KB protection or exotic status protection (Dark, the other set with a KB hole, has Fear and Endurance Drain resistance in its toggles).Practiced Brawler
Unyielding
Indomitable Will
Plasma Shield
Integration
Obsidian Shield
Rooted
There's a bunch of powers that give you the same thing.
Not that Active Defense isn't a nice power, it is. Just that the powers I mention here are nice as well.
Static Shield may have been the one you were thinking of, but that's not really complete without Grounded for KB. Also has the best Endurance Drain resistance of any set, with a bit of slow resistance in LR, too. -
Quote:Tell that to my dryad. She's just manipulating life force, either to heal or to subdue. Why bring "psychic" powers into it when it's just perfectly ordinary magic?I always considered it Psionic because it has to do with brain waves altering and affecting the area around you. ESP on steroids and such.
Empathy can very much be what you want it to be. Just like Super Strength can be from nonhuman physiology, mechanical assistance, super-serums, heavy-duty training, or very short-range telekinesis. CoH is a very flexible game, so make it what you want. Empathy as psychic abilities is certainly one way to do it. Whatever works for you. -
I was tinkering with an Invuln/Mace build for I19, and I realised that the Nerve Radial Paragon works remarkably well in this. I can underslot accuracy in the attacks, and get roughly 2.5% defense to all but Psionic.
Now, I'm a bit new at this, but...
With the Radial Paragon, we have:
Softcapped to S/L/E/N, capped S/L resist.
38% Fire/Cold defense, ~30% E/N/F/C resist
~13% Psi defense and resistance.
Hasten to 120s up/45s down
Dull Pain averaging a 6s downtime (I'm smoothing out the Hasten numbers to an average buff)
And, of course, a 33% Taunt enhancement in Invincibility and all attacks, making holding aggro a non-issue.
It could use a couple more slots freed up somewhere, and endurance is a little bit tight (1 EPS over toggles, plus one-slotted Stamina), but this is at least an idea of the room that an alpha slot can give an Invuln tanker.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/EndRdx(33)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(45)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(29)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(33), ImpArm-ResPsi(46)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(34), Zinger-Dam%(40), Zinger-Taunt/Rng(45)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(27), Aegis-ResDam(37), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam/Rchg(50)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-EndRdx/Rchg(19), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 20: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(42)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-Psi/Status(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(36), Erad-Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Crowd Control -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/EndRdx(40)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 44: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Dmg(48), M'Strk-Dmg/EndRdx(50), M'Strk-Acc/Dmg/EndRdx(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Quote:Well, Radial Nerve looks positively nutty on a /Cold or /FF Controller. 95% to-hit against nearly everything, longer holds, better defense buffs...I don't know. I was leaning to Cardiac to get End/Resist, but that only adds 7% Smashing/Lethal and 3% everything else. So it's not enough to even cap Smashing and Lethal Resistance unless you have Tough, and if you have tough, you don't need the extra 20% that Cardiac gives.
Similarly, not going to see much from Nerve.
But yeah, on a Tanker it's at its best if you're just a little short of the softcap - a nice alternative to the Glad Armor 3%, or possibly a complement. And extra accuracy is always good if you're going to be wailing on 54s. -
Quote:Sorry; I've seen a lot of people complaining that all unslotted powers suck, and I jumped to a conclusion. Personally, I can't wait for this. It'll make my altitis much less unpleasant, as most of my stable of characters are under level 20, and it'll also let me avoid the power-selection crunch I run into in the late teens. All of my characters have powers they'd dearly like to take, but haven't been able to.Wow. I had read that paragraph several times over the past month or so and my brain kept glossing over that sentence. Still, even though I'm clear on that now, I don't see any significant need to rush for a respec. I wouldn't be able to allocate slots to the Fitness powers any earlier than I would now without them being Inherent.
I'm well aware of powers that are decent with just its default slot. I'm already taking them into consideration and using them as necessary when I build my characters. Particularly during the 20s level ups when I'm really squeezed by too many powers and not enough slots to assign. In fact, Swift and Health are two such powers I've used for this purpose. -
Quote:What part of "they will not gain access to any of the inherent fitness powers until they respec" is so confusing?My interpretation of the highlight paragraph is that:
For example, I currently have the Fitness pool on my character. I have the typical Swift, Health and Stamina selected and slotted.
When Issue 19 launches and Fitness becomes Inherent, I will automatically get Hurdle added to my Inherent powers category (with its default slot). I will still have Fitness (containing Swift, Health and Stamina) occupying a Power Pool allocation. If I do nothing, it stays this way, ie I will still have all 4 of the Fitness powers and their slotting, and I'm still out a Power Pool allocation.
The next time I use a respec, all 4 Fitness powers will automatically show up as Inherent powers. Fitness is no longer available as a Power Pool. I will have the ability to choose 3 additional powers and have a Power Pool allocation available.
My only concern, which had been brought up by others, is that even though Fitness becomes Inherent, I will still be slotting them out as I had before. In fact, for all the current powers I already have, I had already min/maxed their slotting to the best of my abilities. Fitness becoming Inherent offers the side effect perk of being able to select 3 new powers. This is nice except for the downside of my not having any spare slots to assign to them. Most powers require more than their default slot be be really good or useful.
If you have a level 12 character with Swift, when I19 hits they will not gain anything. They will retain access to the Fitness pool, can choose Health as their level 14 power (or 16, or 18...) and can take Stamina at level 20 as normal.
If and when the character is respecced, they will not be able to select the Fitness pool as they level. This will be due to the fact that they have already been granted Swift, Hurdle, Health and Stamina as inherent powers at level 2.
Also, there are a number of powers that are useful with only a single slot. Most powersets have at least one, but the ones available to any character:
Combat Jumping (2% defense, negligible endurance cost)
Hasten (Better with three slots, but workable with a single Recharge)
Assault (EndRedux is the only thing worth slotting here)
Vengeance (Caps a lot of things without enhancement)
Stealth (Avoid nasty spawns, and takes a LotG Recharge)
Recall Friend (fine with an EndRedux)
And, of course, any travel power. Already got one? Take another. Super Speed + Flight gives fantastic flexibility and safety, while adding Teleport to your Super Speedster can give them those moments of truly blinding speed. -
Quote:Actually, you didn't need to go hero at all. All characters level 41 or higher get access to Ancillary Power Pools (the Hero epics), regardless of alignment.I have a brute to which when GR hit I made the journey Hero-side to pick up Physical Perfection from the hero epic power pools.
Now he has returned to his roots as a villian but with the upcoming issue and the free respecs if I were to make a respec would I have to become a hero again in order to pick up PP again? or can I just make the respec Villian-side and still get the option pick PP?
The Patron Power Pools (Villain epics), however, require you to run a Patron arc in Grandville before you can take any of the powers. Any patron arc will give you access to all the PPPs, and you retain access even if you change alignment and/or respec your character. -
Quote:Well, if you cycled 95% attack -> Nemesis Staff -> 95% attack -> Sands of Mu, the Sands would be forced to hit if the previous three attacks had missed.I know I've had forced hits on veteran attacks after missing with a regular attack, despite grossly different accuracies. Either that, or I've had the longest (and really, most pointless) lucky streak in the history of the game.
I swear, it worked differently a few days ago. I'm not cr-...
Okay, I'm not that cr-...
...
I'm not THAT KIND of crazy.
...
-_-
It's also possible that your to-hit was buffed. With 15% or more in to-hit buffs, the veteran attacks have a 90% hit chance, and won't extend your allowable streak. -
Radial Nerve looks kinda appealing. More defense out of CJ and Weave, ability to underslot Acc and still hit +4s, and a substanital boost to Hold duration, and Confuse duration for Mind, Elec and Plant.
Spiritual Core is going to help with permahasten and generally getting good powers back faster, and there are a few powersets with good stuns (Fire, Gravity, Earth). The radial doesn't really look like a great deal; to-hit buffs, slows, and jumping aren't really a Dom's strongest suit.
Earth Control gets quite a lot out of a Radial Musculature, since most powers have a defense debuff, and you've got a lot of damage powers (you're a dom). Stamina gets some extra enhancement, there's a tohit debuff in Earthquake, an immob, and you get a runspeed boost from Sprint and Swift.
Cardiac's not really that great for anyone, but it's best for Mind (has both sleeps and a fear). Of course, if you're having endurance problems, Cardiac will solve them like nothing else. -
Yeah, that's the one Moral Choice mission where I feel like it's a false dichotomy. There's no option to destroy the stuff. I mean, sure, it's really, really valuable, but if you destroyed all the sources of crush in Nova, pulled the Resistance back into the hub, and let the Destroyers go into withdrawal, they'd cause more chaos trying anything to get another dose than the Crusaders could ever hope, all at no risk to the Resistance, and no bad PR, since it's the Destroyers doing the rampaging. Makes the PPD and the Praetors look weak and ineffective, then up jumps the Resistance, showing the people that they traded away their freedoms for the illusion of safety.
Sure, it'd be completely infeasible to code this, but I can dream, can't I? -
I think the Rikti Pylon Results thread had a properly-slotted KM scrapper doing DM-level damage against hard targets. It contributes a little less to survival, since there's no Siphon Life, but it hits a little harder on its own, a full stack of Power Siphon buffs outdoes even a saturated Soul Drain as a damage buff, and the Concentrated Strike insta-recharge proc raises the buffs even further.