_Ail_

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  1. Quote:
    Originally Posted by LiquorQ View Post
    Thanks for the information! I recently found out you can't attack with PFF on. Which, in terms of physics, makes sense. Which is a downer BUT i like what you've told me.

    At the end of the day the goal isn't to solo completely. The goal is to be effective in any situation thrown at me. Which might be a bit of a stretch, but i want to help out in a team, and i also want to go pew pew. And from what you've told me, this sounds like a perfect mix.
    To add a little more detail to my previous post. I will give advice assuming you are building with SOs or cheap IOs.

    From Force Fields:
    Personal force field: Good power for soloing when things get out of control. You can get aid other and then aid self to heal yourself while inside it. Don't add any slots to it.

    Deflection shield and Insulation shield: Get these. You can 2-slot them with lvl 50 defense IOs or 3 slot them with defense SOs. Every few minutes, just do them to someone in the middle of the pack when fighting is going on. If someone isn't in the middle of the pack to be buffed, just ignore them and it is not your problem.

    Dispersion Bubble: Get this as soon as you can and slot it with maybe 2 endurance reduction and 3 defense. This provides defense and mez protection for you and is vital.

    Force Bubble: A power which isn't always useful but is still very fun. It repels enemies away and has a very large radius. Slot it with 2-3 endrdx.

    Force Bolt, Detention Field, Repulsion Field, Repusion Bomb: All marginal powers that have little point in your build I think. I would not get any of them on a ff/beam. You want passive force field powers that don't cause redraw for the beam gun, not active ones like force bolt. Detention field pisses people off more than you can imagine, and I think even experienced players who take it probably misuse it more than anything. The repulsion powers and force bolt are all superseded by force bubble in any case.

    From the secondary: Slot attacks something like 1-2 acc, 3 damage, 1 endrdx, 0-1 recharge. Endurance reduction is at a premium for you because you are running all of those toggles, so you want it in attacks to! Aim is worthwhile IMO although some don't like it. Slot it with just 1 recharge at first and more later if you like it. Disintegrate is key to the set and could arguably use recharge more than endrdx just to make sure it is up often. Lancer shot it an awesome attack that also stuns. Penetrating ray is the only attack in the secondary I might skip, and yet it does have the advantage of a 100% disintegrate spread after it.

    Pool powers: Medine/aid self goes well with PFF. Combat jumping is nice and has a little defense. Maneuvers is nice and adds defense. Boxing/Tough/Weave is nice because Weave has defense and tough is very good on a defender. For epic, power mastery gives power build up which is nice and temp invuln, which will mean you have really high resistance as well as defense and are very tank-like. You could also go mace mastery for scorpion shield if you honestly have no money for nice IOs and still want to soft cap defense.

    Best of luck! I think the combo should work out fine for you. Just realize that you are playing a very defense, almost tank-ish build. The fact that force fields don't interfere with the redraw of the beam attacks at all is really nice.
  2. I have a mid-30s ff/beam char that is perfectly fine. I think they have good synergy because ff only requires you to cast defl/insul shield every few minutes or whatever and aside from that you can blast.

    So choose (IMO) just PFF, DS, IS, DB, FB from the primary and all of the abilities from the secondary so that you don't encounter any redraw and just blast away.

    Have fun. You can basically pretend to be a blaster while still providing great team buffs. You will be fine solo.
  3. Since spiritual doesn't affect domination, I often don't take it on a dom. I have a dom with radial nerve paragon for the +def and +hold. The +def is enough to put it over the softcap, the +hold is nice for domination, the build has no purples so the +acc is nice, and even the +fly speed is nice because the character is in hover all of the time. This particular permadom is hastenless as well. I often don't like hasten on a dom because juggling 2 powers (dom and hasten) that you want to put on auto is a pain in the neck (especially in big fights with UI lag.)

    Of course, my doms tend to be maxed out at 5/5 LoTG and a whole bunch of other recharge to get permadom without hasten, so this doesn't maybe address the first post in the thread but some subsequent one.

    I have a bane build (look in the SoA forum where I posted it just a couple of days ago--or I could post it here if your search-fu is weak ) that focuses on +damage (and of course enough def which is easy for a bane) that took musculature. So it has (withOUT including surveillance or shatter armor buffs or exec strike bonus or buildup) 455 damage shatter, 452 damage shatter armor, 353 pulverize, 351 crowd control. Even the lowly brawl-like bash does a little over 218 damage.

    So I think you can certainly find viable builds out there without spiritual or need of recharge. Certainly FF was mentioned by other posters and is another case.
  4. As was said before, if you really want to do +4/x8 with bosses with ANY villain type, a tank is probably your best bet.

    Likely primaries are dark (build def with IOs), elec (build def with IOs), stone (take minerals for psi hole and otherwise build +recharge/+dam/+spd), super reflexes (probably take aid self and tough and build for +recharge), and willpower (build def with IOs.)

    Other primaries might also work, but they likely have a psi hole or some other hole that is difficult to cover and will be relevant if you actually are fighting against all villain types.

    I don't think secondary matters nearly as much as primary, and probably almost anything goes, although obviously you will want some AOE with all of those large spawns.

    Edit: I realize you said no tanker, so maybe brute if you are sold out on tankers.
  5. Quote:
    Originally Posted by Linea_Alba View Post
    Bane - My least favorite, I have such a strong preference for the Huntsman based on Bane Armor that I just simply can't enjoy Banes, or find any reason to favor them. Ask elsewhere if this is your preference.
    Banes do really great ST damage and get the movement buffs of mental training. If you are just looking for a character to solo/duo morality missions to get your 5 for the day out the way in 10 mins flat (for all of them) bane is your choice. (Edit: To explain, the movement buff means you will be zipping through missions. Your ST damage means you will be killing things quickly. Your high defense means that you can attack the guys surrounding a hostage and then bring the hostage wherever you want them to be while ignoring anyone attacking you as you escort them so you don't have to waste time clearing the path. I am in a regular duo with my spouse where we both play banes and do our 5 morality missions together a night. The banes are just hell-on-wheels and perfect for this. Wham-bam-thank-you-ma'am and we are done for the night and can expect our LoTG or Miracle or whatever in 4 days with minimal time invested.)

    See build below for an example (not claiming it is the greatest or anything) of a character who just hits hard. I even stayed in concept with just the mace (except for surveillance which I think is also in concept) and no guns or pets or whatever. You could certainly add these if you wanted to.

    With the toggles and alpha slot, you do 455 with shatter, 451 with shatter armor, 352 with pulverize, 351 with aoe crowd control. And this is NOT INCLUDING executioner strikes from hide or placate, and extra damage from build up or surveillance or shatter armor. You hit HARD and still have team buffs galore. Seriously, I often find myself one-shotting things with just pulverize, and that is not even a top tier attack for the character. Elite bosses are a joke, and you can handle several of them at once at +4 difficulty solo.

    I think AOE characters are great, but it is my honest opinion that many other different AT types AOE better than crabs and/or huntsmen or other arachnos types. Banes are nice in that they absolutely rule ST damage, and are up there with the best scrappers/stalkers in that regard, but still provide amazing team buffs. I have a hunstman, but to be honest I have so many other characters that AOE better and are about the same survivability-wise, that I can't bring myself to play it much.

    I think all of the Arachnos choices are nice, by the way. I am just providing some motivation for Banes if people wanted to play one.

    Villain Plan by Mids' Villain Designer 1.952
    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 -- Jump-I(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)
    ------------



    Code:
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  6. Something like this sounds fine, with adjustments as per previous posters' comments. Probably just call it "Poison Control" though since poison is already out there.
  7. Heals mean you don't care about damage types. Many people care if damage gets out of the s/l range into energy or psi or cold or whatever. To a regen, damage is damage and is just there to be healed.

    But as others have said, it is too bad it is not adjusted for the HP cap of the AT playing it, so that stalkers effectively have a gimp regen. Further gimping them is that they don't have quick recovery. I view this as a result of the "I hate stalker" days back when CoV was first introduced and people were angry about stalkers ganking them in pvp.
  8. Quote:
    Originally Posted by Mordheim View Post
    I find this assertion a bit absurd. As far as I can tell all the current system does is artificially reduce the DPS of weapon based sets when choosing certain secondaries/pool powers therefore reducing the number of viable choices. And then there is the QOL issue of having to repeatedly deal with the annoying sound and animation aside from the decrease in DPS. Personally while I'm liking being back to this game, I dislike the fact that any weapon based set is basically off limits from my perspective based solely on the redraw issue.
    Wow! It sounds like you are definitely at -1 on the 0 to 10 scale of "character concept and believability in the game world matters" and probably at 11 on the 0 to 10 scale of "game mechanics should be viewed purely from a min/max numbers perspective, with nothing else being relevant."

    That's fine, it is just not the scale I use. It is nice people with other views play the game, and that it can appeal to such a broad audience. I personally find character concept very relevant, and am bothered when things don't make sense conceptually.

    Edit: I say this because you responded to my aesthetically motivated comments with pure game numbers and mechanics. I am sorry if I have misunderstood your position and/or exaggerated your philosophy. To me, the whole reason I want to play a superheroes game is largely aesthetically motivated and based on concept. I simply can't bring myself to play a character with a flawed concept. I do like to min/max within the concept, but the concept itself is paramount.
  9. *Shrug* I don't think it's all that bad of a system as currently implemented to be honest.

    Yes, they should animate sheathing a weapon as well. Yes, there should be sheaths and holsters in game so you can see the gun/sword there even when you are not holding it. Yes, some things could be done with a sword in hand and some shouldn't. i.e., you could probably shoot eyebeams while holding your sword but you would probably have to put the sword away before taking out your med kit.

    So obviously there is a lot of animation work that would need to be done to make things accurate. But the current system isn't that bad. It preserves the conceptual idea that it takes time to draw a weapon, even if it isn't perfect and doesn't address all of the idiosyncrasies that would actually occur as to how different items would interact with each other.

    I can certainly see your point though, which is that because the system isn't sufficiently realistic you would prefer that they just threw the whole thing out and just delete all of the redraw animations from the game.
  10. FF/Beam defender isn't bad.

    Since you take so few FF powers, you can take all of the beam ones. Since the FF powers are completely passive, you don't ever see redraw. You can also cap yourself to whatever type of defense you feel like, and with tough plus temp invul and excellent defender mods get > 70% s/l resists. Plus, it is a good conceptual match with futuristic shields and futuristic beam weaponry.

    I think it works out not too badly because FF is as defensive as you could ever want a set to be, so the high ST damage of Beam is very nice in slamming single targets.

    My only problem with my (not currently playing right now to be honest) lvl-36-ish one is that even with the miracle and numina uniques in health and 3-slotted stamina with +end proc, the character sucks end like you wouldn't believe. Even with much of the toggles turned off it sucks end.

    Not a bad futuristic tank type of character though if that is what you want to go for.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    I completely disagree with you. IMO putting away and redrawing your weapon 50 to 100 times during a fight just doesn't make a lot of sense.
    But don't you think if you do put away and redraw your weapon 100 times it should take time to do that? That is what I am arguing here.

    Clearly, conceptually, if superhero X takes his weapon in and out of his shirt like 100 times for a fight so he can alternate his eye-beam attack and slashing, he is a loon and should get a penalty for all of this.

    What you are saying is instead that they shouldn't have to draw and redraw a lot and that there should be an animation where he is holding his sword as he shoots his eyebeams. That way he can slash, shoot his eyebeams while holding his sword, and then slash again.

    I am fine with the latter as well, but it supposedly involves too much animation effort from the devs. If he is drawing and redrawing his sword a lot though, it makes perfect sense that this takes time... As I said, the literature is full of gunfights where the person with the weapon out and pointing at the enemy has the advantage (among equally skilled people) versus the one with the gun still in his shirt. So I don't see anything wrong with a draw penalty on the face of it.

    Edit: And yes, it is too bad that there is no sheath weapon animation. Hopefully the next generation of games will do the job better... I'd also like to see an actual sword sheath or gun holster (or at least options for them.)
  12. Quote:
    Originally Posted by Giant2005 View Post
    No-one can advise you on what is skippable in Titan Weapons...
    None of us have any clue on what the set is going to look like.
    Due to the nature of it's activation times getting faster and faster, I would suspect you would need a whole lot of attacks to keep a fluid attack chain when they are animating as fast as lightning (assuming the mechanic makes much of a difference at all).

    When it comes to Titan Weapons, the wait and see approach is all we can do.
    Yeah, most of the weapon sets you want to get a passive defense set that you can just toggle on for the most part (willpower is fine, but probably not the active ones like regen) then get almost all of the weapon set's abilities so that you can chain them all together in sequence without any redraw. If titan weapons makes the tradeoff you would think it does (big weapons do lots of damage so higher damage but higher recharge) you are also probably going to want a lot from it. As Giant says, though, it is a little premature since it is not released yet.
  13. The current way is a much better way of doing it in any case. There SHOULD be a penalty conceptually anyway each time you draw your sword, so having there be one in game is no problem. I think it is a nice effect and good design that you should plan to having the weapon out for extended periods of time rather than constantly switching.

    There are all sorts of motifs in movies or whatever (gunfights with guns in holsters, etc.) where it takes time to get the weapon out, and having it actually be that way is fine.

    What was not fine was having a silly delay after each and every attack if the weapon was already out.

    It is interesting though that it is so hard to tell if there is a delay or not, and that there is so much debate on the subject. It shows that it is pretty hard for the naked eye to tell the difference, and how much our preconceptions color our perceptions (myself definitely included.)
  14. You should go defender now by default because of the vigilance changes that make defender damage not that bad solo (and teamed who cares because your buffs/debuffs are going to be better.)

    There are exceptions for specific powersets of course but the general rule still stands.

    I am actually somewhat bummed because I have a mid 30s sonic/sonic corruptor who I got a lot of badges with (since I like to get them while leveling) who is clearly inferior to a sonic/sonic defender. It makes me want to not play the character at all, and not bother creating the defender because I spent so much on the corruptor.

    I have my TA/A (my first 50 way back when in '05 or whatever...w00t!) heavily invested in expensive IOs and incarnate abilities. Still, I kind of wish they hadn't made the vigilance changes because they really slant things towards defenders and ruin the balance IMO.
  15. As others have said, it depends on the build.

    Some sets, like Gravity or Force Fields, you often don't want to take all that many. Other sets, you end out taking everything.

    You would have to mention a specific primary and secondary and also your goals with the build for people to say more.
  16. Low level plant/fire?

    Either spore burst or seeds of confusion the whole spawn. Then strangler the most dangerous enemy type in the spawn. Then kill stuff with assault powers.

    You have enough control that you really shouldn't be running into problems with normal spawn sizes of 2-3.
  17. Edited original post. Please feel free to offer constructive criticism. It has been YEARS since I really played PBs.
  18. Quote:
    Originally Posted by MriBruce View Post
    In my case I have both bad eyes and not the most powerful computer, on the negative side, and on the positive side, an interest in costumes and varieties of appearances. One of the major things that makes grouping often dull for me is the way it all looks the same, particularly at the higher levels: everybody looks like 2-5 buff sets, rather than like individuals.

    I hope that at some point the game will include minimal-intensity options - I like knowing I have a buff, or that I've given a buff to someone else but I wish it didn't overpower so much, so easily.
    Take a look at
    http://boards.cityofheroes.com/showthread.php?t=120622
    I have the auras/fx disabled on all of my characters. Yes, it is only for my character and no one else sees the difference, but in all honesty who really cares a damn what anyone else looks at? I play the characters for my own enjoyment, and I feel much better when I can actually look at my costumes.

    Edit: For the OP, some sort of kin I suppose. TA and Traps are also pretty nice and don't muck up people's costumes or have anchors. And empathy, I suppose...
  19. Hi all,

    I want a human form PB build that has:
    (1) Perma light-form
    (2) Soft-capped s/l defense
    (3) No purples.

    Attached is my meagre attempt. I would appreciate hints at a better attempt.

    Edit: Changed it to remove the extra LoTG. I am aware of the rules about no more than 5 of the same kind, but changed it around a bit too much and wasn't keeping track of things. Thanks. It should have a data link now as well. Thanks for all of the help. I would be happy if you changed this build or gave me a better one. It's all good. Yeah, hasten isn't quite perma but is just 1 sec or so off. So suggest away within the boundaries of (1)-(3) above.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment

    Hero Profile:
    Level 1: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
    Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 4: Essence Boost -- Heal-I(A)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 8: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/Rchg(13), RechRdx-I(17)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
    Level 12: Luminous Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(27)
    Level 14: Inner Light -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(36)
    Level 16: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21), RechRdx-I(23)
    Level 20: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
    Level 22: Reform Essence -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(33)
    Level 24: Vengeance -- LkGmblr-Rchg+(A)
    Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 28: Tough -- S'fstPrt-ResKB(A)
    Level 30: Weave -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def(33)
    Level 32: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
    Level 35: Photon Seekers -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(40), SvgnRt-Acc/EndRdx(40), SvgnRt-Acc/Dmg/EndRdx(43), SvgnRt-Acc(45), SvgnRt-PetResDam(46)
    Level 38: Light Form -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), RctvArm-ResDam/Rchg(43)
    Level 41: Quantum Acceleration -- LkGmblr-Rchg+(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
    Level 1: Brawl -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37)
    ------------



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  20. Put me down as yet another person who thinks this forum is not necessary.
  21. http://boards.cityofheroes.com/showthread.php?t=121258

    Read Arcanaville's guide. It is somewhat complicated. As Arcana points out, Fireball is only defended against with AOE and fire.

    But if you look at City of Data for more examples

    http://coh.nofuture.org.uk/data/powe...ast.Power_Bolt
    You see that power bolt for example is classified as a ranged, smashing, and energy attack, so all of those defenses (the max of them) would work against it. So it is a little more complicated than Sailboat seems to be saying.

    Basically, read the guide above and then check City of Data for details on powers. Keep in mind that the damage it does it irrelevant and you are looking inistead for tags like smashing_attack, etc.
  22. TA/A defender...oil slick+rain of arrows will kill a +2 spawn all by themselves and there are tricks to getting larger spawns (can do +3 with just those if have assault + the -rez incarnate....can do +4 if RoA twice). Yes, oil slick involves fire a bit but it is mainly about archery and you can rest safely with archery in the ta/a concept.

    Play a huntsman...they have lots of AOE and don't have dippy crab legs

    Also, both are rare-ish so you can stand proud!
  23. Quote:
    Originally Posted by Garent View Post
    That doesn't really address what I meant, but I shouldn't derail the thread with complaints, so I'll keep it to myself.
    Derail all you want! Any publicity is good publicity! I want poison/ defenders on peoples' minds!
  24. Quote:
    Originally Posted by DreadShinobi View Post
    Yeah, before GR, dev stance was very firm about heroes not getting poison ever, just like villains not getting empathy ever. However, with everything that has been done since then with removing the distinction between hero ATs and villain ATs (especially now with freedom, you can start all ATs on either side), there isn't much of a reason not to give empathy to "villain" ATs, and poison to "hero" ATs.
    Especially because hero ATs already have poison since controllers have it.