Amy_Amp

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  1. Quote:
    Originally Posted by BillZBubba View Post
    Obviously your current build does the job. I've been concerned a lot lately with the fact that the devs have created a situation with defense that is flatly being abused by all of us.
    Random story. I got on a team with one of the better known scrapper players. They were on their main. For kicks and giggles I looked at the character's info page and I don't know if I've seen a longer list of set bonuses and my main server is Freedom. They were the only melee character on the team and we were doing a TF. Normally the AV in the TF would give that build a certain amount of fits. On this character, their health virtually never moved. Yes, there was support, but I don't think I've even see a health bar not move like that for the sole melee character versus an AV on maybe anything outside of a Stone take using Granite.

    Got me wondering if the player thought it was fun being that unkillable. Soft capping and putting in "x" amount of currency into a build certainly can be fun, but it's far from required and I almost have to wonder if becoming so good isn't on some level counter productive. I think there's a reason why I generally call a build finished when I have all level 35-50 common IOs slotted. Heck, take my 3 highest levels guys(147 combined levels), and you don't even come up with 250mil of influence. Combined. For me to sit down and think about putting 250 mil into a build is just out of the question.
  2. Siphon Power and Fulcrum do boost Blizzard's damage.
  3. Quote:
    Originally Posted by Deacon_NA View Post
    I'd like to see Combat Jumping in there somewhere. I find immobs to be one of the bigger dangers my Kin/Sonic faces (I'm specifically thinking of the Security Chief? mission of the STF).
    Recently dusted off my Kin/sonic and was reminded about the lack of CJ. Hover can position you above stuff where you want, but it's definitely something I had to get use to.

    Quote:
    Originally Posted by Deacon_NA View Post
    I can't in good conscience go without urging you to include Increase Density.
    I didn't bring this issue up, but Stealth is kind of a dead power in this build. It's mostly useful when you know you have a Siphon Speed buff on you, but that's not something that happens 100% of the time. ID would be a good replacement. As would Hasten, but it would need more slots.

    Quote:
    Originally Posted by Deacon_NA View Post
    Two accuracies is certainly overkill when you have Tactics.
    I'm pretty sure my build was doing 1 acc on everything outside of Fulcrum and it works rather well. Howl is the is the only one I really notice missing. Yes, you can show me the numbers all day long. I'm still two slotting it for acc.

    Quote:
    Originally Posted by Deacon_NA View Post
    Take out Fitness if you want, but be aware that Transfusion becomes a crutch and not used strategically. That is, you'll be using it frequently to fill your own end. I like using it when needed, post blaster nuke or teammate rez, for example.
    This isn't true based on my experience. Again, I don't solo and I'm not taking about after I nuke. I really don't have end issues using a very similar build. I find just keeping the team actively SBed(not even perma) helps give you little breaks from attacking and helps with any blue bar issues. That and just using whatever blues drop way more than covers me.
  4. You are using IR as a travel power anyway. If you just want to use Fly for travel, move Hover to 18. Hover is vastly used for mobility in fights and it gives you a place to slot the -KB.
  5. Quote:
    Originally Posted by electric_emu View Post
    To get to Stamina, you'll need to take two prerequisites from the Fitness pool (Hurdle or Swift and then Health, most likely). This will put a lot of stress on your build early on.
    Not really. Here's a build 1-22 that takes Stamina. I'm hard pressed to think what I'm missing out on that I would be taking anyway. I could take one of the passives vs. CJ, but that's about it. Taking Spin that early means slots are sparse, but I could easily sub something else in so slots are more even and just take Spin later. I didn't feel like my Dark/sr really had an end crunch early on either. Really, the number one issue for /sr is the sheer gambler nature of defense at that low of a level. Also note Dark gets Dark Consumption before Stamina as well.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Claws-SR 22: Level 23 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping

    Hero Profile:
    Level 1: Strike -- Acc-I(A), Acc-I(3), EndRdx-I(7), EndRdx-I(13), Dmg-I(17)
    Level 1: Focused Fighting -- EndRdx-I(A), EndRdx-I(3)
    Level 2: Slash -- Acc-I(A), Acc-I(5), EndRdx-I(9), EndRdx-I(15), Dmg-I(17)
    Level 4: Focused Senses -- EndRdx-I(A), EndRdx-I(5)
    Level 6: Spin -- Acc-I(A), Acc-I(7), Acc-I(11), EndRdx-I(15)
    Level 8: Follow Up -- Acc-I(A), Acc-I(9), EndRdx-I(13)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Focus -- Acc-I(A), Acc-I(19), EndRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Quickness -- Run-I(A)
    Level 24: [Empty]
    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]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  6. What form are you using to export that from? I use the phpBB Zetaboards one.

    Here's my version of yours. Thinking about it, you might switch in Conserve Power with Power Build Up. I don't solo my build, so end issues really don't happen.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wail of a Good Time - Power: Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Transfusion -- Acc-I(A), Acc-I(3), Heal-I(5), Heal-I(11), Heal-I(15), RechRdx-I(31)
    Level 1: Shriek -- Acc-I(A), Dmg-I(43), Dmg-I(43), Dmg-I(43)
    Level 2: Scream -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(31), RechRdx-I(50)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Siphon Speed -- Acc-I(A), Acc-I(7), RechRdx-I(7), RechRdx-I(15), RechRdx-I(33)
    Level 8: Howl -- Acc-I(A), Acc-I(9), EndRdx-I(9), Dmg-I(13), Dmg-I(33), Dmg-I(34)
    Level 10: Air Superiority -- Acc-I(A)
    Level 12: Speed Boost -- EndMod-I(A), EndMod-I(13), EndMod-I(42)
    Level 14: Hover -- Krma-ResKB(A)
    Level 16: Shout -- Acc-I(A), EndRdx-I(17), Dmg-I(17), Dmg-I(19), Dmg-I(19)
    Level 18: Inertial Reduction -- Jump-I(A)
    Level 20: Maneuvers -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(21), DefBuff-I(46)
    Level 22: Tactics -- EndRdx-I(A), ToHit-I(23), ToHit-I(23), ToHit-I(46)
    Level 24: Vengeance -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
    Level 26: Transference -- Acc-I(A), Acc-I(27), EndMod-I(27), EndMod-I(29), RechRdx-I(29), RechRdx-I(31)
    Level 28: Siren's Song -- Acc-I(A), Acc-I(46)
    Level 30: Amplify -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(34), RechRdx-I(34), RechRdx-I(36)
    Level 35: Screech -- Acc-I(A), Acc-I(36), Dsrnt-I(36), Dsrnt-I(37), RechRdx-I(37)
    Level 38: Dreadful Wail -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(45), ResDam-I(45)
    Level 47: Total Focus -- Acc-I(A), EndRdx-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50), RechRdx-I(50)
    Level 49: Stealth -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  7. Quote:
    Originally Posted by FatherXmas View Post
    I can't believe nobody clicky the wiki for the OP.

    ParagonWiki: Enhancements
    *cough*

    Quote:
    Originally Posted by Amy_Amp View Post
  8. Would prefer a build that has a link to it so I can import it and then play with it.

    Transfusion Empty(A), Empty(3)

    Needs to 5-6 slotted. 1-2 acc, 3 heal, 1 recharge

    Shriek Empty(A), Empty(3), Empty(5), Empty(19)

    1 acc, 3 damage, at most. If you need slots, this is a good place to take it from.

    Siphon Power Empty(A), Empty(5), Empty(19)

    1-2 acc, 0-3 recharge. If you need slots, this is a good place to take it from.

    Shockwave Empty(A), Empty(11), Empty(11), Empty(13), Empty(13)

    Skip, take Howl instead. You want the AoE -res secondary effect since you are damage capping a team.

    Swift Empty(A)
    Health Empty(A)
    Stamina Empty(A)

    Completely skippable. I took Leadership pool instead. If you are building it to solo, the Fitness pool is helpful.

    Transference Empty(A), Empty(27), Empty(31), Empty(31)

    5-6 slotted. 1-2 acc, 2-3 end mod, 2-3 recharge.

    Siren's Song Empty(A), Empty(29), Empty(29), Empty(31), Empty(34)

    To be honest, I have this 2 slotted for acc at level 42. If you want to add more slots for IO sets bonuses, then go for it, but outside of that, I prefer the minimal slotting.

    Fulcrum Shift Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)

    5 slots is enough. 2 acc, 3 recharge.

    Screech Empty(A), Empty(36), Empty(36), Empty(37)

    5-6 slots. 1-2 acc, 2-3 disorient, 1-2 recharge.

    Stealth Empty(A)

    Get it at 49. 1 end reduc.

    Dark Consumption Empty(A), Empty(42), Empty(42)
    Soul Drain Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)

    Both are near pointless on a Kin. You have Transference and Stamina so end issues shouldn't exist. Fulcrum damage caps you anyway. I would look at Psy, or Power for epics.

    Dreadful Wail Empty(A), Empty(50), Empty(50)

    6 slot this. 3 recharge, 3 damage.
  9. Quote:
    Originally Posted by SpittingTrashcan View Post
    Here are some examples of what I'm talking about:
    - Kin/Son defender (superior damage and force multiplication) vs Fire/Kin controller
    - FF/Dark defender (superior mitigation) vs Earth/FF controller
    - Rad/Son defender (superior damage and mitigation) vs Fire/Rad controller
    The /sonics are only out damaging the Fire controllers if you look at team damage. I have a hard time believing a FF/dark brings more mitigation than a Earth/ff. Even if the defender does bring more mitigation, how much of it is practical? If one stops 99% of everything and the other stops 98%, does that one percent really matter? No, because you would have to be pretty much finding a way to die in either situation. A FF/dark will be bringing more damage though. Even with epics, Earth isn't overcoming two fast recharging AoEs.
  10. Quote:
    Originally Posted by Quinch_NA View Post
    And that will get them reported that much faster. With emails, fine, out of sight, out of mind {until I see it}, but a spam tell? Hoo boy, then it gets personal.
    "Thank you for using the banning system. Your request to be banned has been accepted, and we are working on processing your application in a timely manner."
  11. Quote:
    Originally Posted by gabriel View Post
    yeah i said in another post, everyone has been real cool and ive had no problem getting into teams or anything the only thing bugging me is AE i have no idea whats going on with that or what it is, theres always tons of cool toons there though with auras etc, so obviously high level
    Being new, try to avoid it for now and go do the regular content.

    The short version of what it is, is it let's you create your own missions. This can be a good thing, but what you'll likely see happening is people running teams that are solely there to max out exp as much as possible. The good part of that is you level really fast. The bad part is you get less time to actually learn how to play in a normal setting. Here's a great guide for new players even if you don't enter in AE.

    I'll also toss in Faultline is good 15-25 content. Stringa is good 21-30 content. Croatoa is for 25-35. Hint, it's a zone that was added after they did a Halloween event. 35-50 Rikti War Zone, which let's you team up will villains as well, and Cimerora is Roman themed.

    I would also look at the server forum for where you play and find out what people are setting up stuff to be run, like TFs and such.
  12. Overview of enhancements

    Here's a build up to 22 that is using DO slotting that takes Fly because you got the recipe for wings, but you could sub anything in. Also note that you should sell enhancements at the store of the same origin. If you get an enhancement that is at least partly magic, sell it at a magic store.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 21 Mutation Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Flight

    Hero Profile:
    Level 1: Fire Sword -- Acc(A), Acc(3), EndRdx(7), Dmg(9)
    Level 1: High Pain Tolerance -- Heal(A), Heal(3), Heal(5)
    Level 2: Cremate -- Acc(A), Acc(5), EndRdx(7), Dmg(9)
    Level 4: Fast Healing -- Heal(A)
    Level 6: Build Up -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 8: Air Superiority -- Acc(A), Acc(15)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Breath of Fire -- Acc(A), Acc(13), EndRdx(13), EndRdx(15)
    Level 14: Fly -- Flight(A)
    Level 16: Rise to the Challenge -- EndRdx(A), Heal(17), Heal(17)
    Level 18: Fire Sword Circle -- Acc(A), Acc(19), EndRdx(19)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Mind Over Body -- EndRdx(A)
    Level 24: [Empty]
    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]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  13. I think the problem is defenders can't out mitigate controllers. Even if you take the king of easy mode mitigation, FF, a controller can take FF with lower numbers, but has at least one AoE control that's up often and then you add in a hold and whatever other tools they have and the difference in FF def numbers really comes across as minor. The amount of defenders that could really stand toe-to-toe with controllers for controls is on the low side.
  14. Dark/wp would be easy mode for a new player with the two ways to gain end and health.

    Dark/sr is probably the most ideal pairing for /sr and it makes /sr's leveling issues a lot smoother. Dark's Siphon Life covers /sr lack of heal.

    Claws/wp. Another straight forward set. /wp really only adds the ability to do endless attacking with Claws. Shockwave needs to be used thoughtfully, but that's it.

    Claws/sr. Ideal pairing for Claws. Claws helps /sr out since Claws is more end friendly. Claws is already fast, and /sr has Quickness.

    Claws and Dark can both be defensive. You'll bring much more AoE damage with Claws, but Dark can make it a smoother ride. For teams, Claws help kills things faster. Dark will make it easier for your support teammates to not have to worry as much about you.

    <mantra>
    I can't tell you what you should pick because I don't know what your playstyle is. I can only tell you what I would play based on what I like.
    </mantra>
  15. Quote:
    Originally Posted by Neogumbercules View Post
    Gotta set your mids export to phpbb/zetaboards.
    Titan(SMF) also works. I'm not sure what other ones do as well.
  16. Did you ding 50 and think the high end issues was normal out of a certain level of ignorance since it was your first character?
  17. Quote:
    Originally Posted by Jade_Dragon View Post
    Technically, perhaps, but they are NOT better for Defenders than they are for Controllers. They are exactly the same.
    Controllers used to be better at slows. The player base had to convince the devs that slows were as much a debuff as it was a control.

    Quote:
    Originally Posted by Biospark View Post
    I would go so far as to say that they should have done 4 ATs to start with.
    Oddly enough they did start out with 4 ATs. Controllers were added late.
  18. Quote:
    Originally Posted by BlueBeetle_27 View Post
    Just to clarify...

    Absorb Pain would be changed so that the target would absorb the pain (rather than the Empath) and would then have a TAoE Heal (well, the heal would be first as to avoid killing the "pet spawn point" before the heal goes off...like Kinetics)

    one person said that Empaths don't need another AoE heal...but I don't know why they need another ST heal...
    Emps don't want their ultimate "oh crap" heal having a chance to fail on them. Emps don't need two ST heals. Emps aren't under performing because they lack a second AoE heal.
  19. Fails because AP would have to have it's heal numbers cut back so far it fails to become the "OMG, the tank went red" kind of need to use heal. Emps don't need another PBAoE heal anyway.

    A PBAoE CM wouldn't work because CM is the best mez protection and an Emp would be walking around with perma mezz protection that no other defender gets. It's recharge would also have to be looked at and it being stackable is nice.
  20. MMs are the only AT that more of them is really generally not a good thing. One on a team is fine, but just go through a cave mission with 4 of them. It's a great, fun, and versatile AT, but it's drawback is teaming. It's like the opposite of a defender in that regard. Plus, a MM that needs a team is obviously not a good MM since his henchmen aren't up to par.
  21. Quote:
    Originally Posted by Seraphael View Post
    I'm glad I could amuse you.

    Anyone contending that FS isn't grossly overpowered, especially on Controllers, either doesn't know the game or likes his overpoweredness (is that a word?) too much to care about game balance. As long he reaps the benefit of the imbalance of course. Seems I stepped on some farmer toes here.
    The problem with nerfing Fulcrum because of farmers is that you are nerfing the rest of /kin controllers as well, and we all know those Ice and Earth/kins are so overpowered. *ahem*
  22. Quote:
    Originally Posted by jthig32 View Post
    Contained, FS capped Hot Feet is significant damage.
    Forgot to add that containment ignores the damage cap as well. So if a controller is capped at doing 150 damage with a power, containment can take that damage to 300. Add in multiple AoEs abusing that and it adds up.
  23. Plant/storm has been my pick for the best eye candy.
  24. Get some friends to help do the data and even better if you find people who can stealth missions and just grab as many spawns as possible. Again, even solo I can get 2-3 minions, 0-3 minions and a LT., a boss, boss 0-2 minions, boss with an LT. and at least one minion, etc.
  25. Quote:
    Originally Posted by DrMike2000 View Post
    If you're going to explain things like ED and Mez resistance, I reckon they're better set up as appendices which you refer to. O2 Boost isn't the only place where you'll want to reference ED if you're going into this level of detail.
    It could be simply using a statement that includes the term ED and writing "ED(See Appendix C)" and in said appendix going into more detail, and maybe even linking to the wiki version of it since it gives the formula for calculating it. ED