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Posts
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Joined
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A few of the words in this would need to be changed but I think it fits this best
http://www.youtube.com/watch?v=nq-cegxBEpM -
I think giving ice slick a -tohit debuff between 10 - 30 would be a good and simple fix to the power.
With the tohit debuff it wouldn't make the power pointless when other immob powers are used, and I think -tohit would work well with the sets - rechrge.
It also makes sense for the power because your attacks aren't going to be hitting very much if your slippping and sliding on a patch of ice -
Super Strength is fine where it's at right now even with the current Rage
Without Rage the set would be underpowed damage wise and with the set being only smashing damage which is resisted by a good number of higher lvl Npcs would kill the set if rage were gone or beat to death by the nerf bat like energy transfer.
The crash in Rage helps to keep the Dps of the set in check, and the added damage by stacking rage also means your going to crash more.
The - end from the crash also helps to curve the damage of the set, because to cope with the enderence loss you need to slot for more enderence reduction or find other means to improve your recovery/enderence use such as Cardiac or Ageless, and the more you stack/use rage as soon as it comes up the more enderence your going to be drained over all.
The - defense in the crash can be avoided but you need to have perma rage to do so which means you have to decide to take more enderence use or a defense debuff
Rage is the backbone of super strength and a great power that comes with a price you can make worse or better if you want in exchange for more damage or less damage. SS is in a way like TW which has great damage but a low build up where SS has low damage but one powerful damage boost. imo Rage is one of the best damage boosting powers because of how it can be manipulated to how you play.
As always be careful of what you wish for -
Thanks for the info, I got enough inf to build expensive so that rly isn't much of a prob and I had the 2 ATO in 3 attacks to buff up my hp a little more. Think i'll do what you did and lower my fire/cold defense and change it to s/l.
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I have a number of tanks and want to try a brute that can still tank some with decent damage (also want to try out TW) I also dont know much about invul so can anyone help me with my build ? this is what I have so far
http://www.cohplanner.com/mids/downl...B3FF0151CF109A -
After doing it and having to look at the loading screen pick a few times I feel rly sad for Statesman even tho its just a game. Btw not sayin any more as to not spoil
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I was wondering if stacking rage is worth it
Pro: stacking it = 160 % damage buff, 40 % tohit buff and avoiding the Defense debuff
Con: The - enderence/ -damage debuff also comes up more often
I have rage recharge down to 85 sec so I would end up with stacking rage for 35 senconds. So is that enough time for stacking rage to rly be worth the extra down time and more enderence used by it ? (also atm I click rage at the time of crash to avoid the defense debuff) -
Was thinkin of makin a scrapper again (its been years) but when I was looking at the detailed info on some of the power I noticed it said a 5% chance fore double damage(Crit) Only on minions/underlings. Thinkin it was maybe the set I double checked and found near all powers said "Only on minions/underlings". But the Scrapper inheret power said that the chance for crit goes up as the enemy rank goes up, conflicting the information in the detailed info. I know crits worked on more than minions back in my old scrapper days, but did the crit inheret power get changed or something ?
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Does the Tire 3 Boss + Lt pets have any real difference than the Tier 4 VR version of Boss + Lt
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Jus got back into pvp and before jumping back fully I have a few questions about the Destiny powers and pvp.
1, Are any of them just not worth even looking at? ( I dont want to make a mistake from my opinion alone)
2. How are they effected by DR ?
If anyone could help answer my questions ty -
I have heard that the fastest way to make money is to "play the market ".Im not all too sure how it works and i know of bid creeping and buying recpies/enhancements a few lvls under to save some money and crafting recipes to sell them more as enhancements but thats all i realy know and is there some big part im missing lol ? i srsly feel dumb asking tho
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I know a little bit of defense wont help much but after a point defense becomes very tough but i dont know how high that defense has to be to reach that point and how high it has to be in pvp and pve so i can make builds on mid because it doesn't count in DR
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I know ninjas are melee but wanna try something other than bots/thugs for a change was thinking ninja/poison
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yeahHero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Twilight Grasp- (A) Touch of the Nictus - Healing
- (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (3) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (5) Touch of the Nictus - Accuracy/Endurance/Recharge
- (7) Accuracy IO
- (A) Apocalypse - Chance of Damage(Negative)
- (7) Apocalypse - Damage
- (9) Apocalypse - Accuracy/Recharge
- (9) Devastation - Accuracy/Damage/Recharge
- (11) Devastation - Accuracy/Damage/Endurance/Recharge
- (11) Devastation - Accuracy/Damage
- (A) Apocalypse - Damage/Endurance
- (13) Apocalypse - Damage/Recharge
- (13) Apocalypse - Accuracy/Damage/Recharge
- (15) Devastation - Accuracy/Damage
- (15) Devastation - Accuracy/Damage/Endurance/Recharge
- (17) Devastation - Accuracy/Damage/Recharge
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (19) Endurance Reduction IO
- (19) To Hit Debuff IO
- (A) Karma - Knockback Protection
- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Accuracy IO
- (27) Devastation - Accuracy/Damage
- (27) Devastation - Damage/Endurance
- (29) Devastation - Damage/Recharge
- (29) Devastation - Accuracy/Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (40) Endurance Reduction IO
- (40) Karma - Knockback Protection
- (40) Luck of the Gambler - Recharge Speed
- (A) Endurance Modification IO
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod
- (50) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Celerity - Endurance
- (46) Celerity - RunSpeed
- (46) Celerity - +Stealth
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Endurance Reduction IO
- (34) Endurance Reduction IO
- (37) Pacing of the Turtle - Chance of -Recharge
- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (33) Touch of the Nictus - Chance for Negative Energy Damage
- (33) Trap of the Hunter - Chance of Damage(Lethal)
- (33) Endurance Reduction IO
- (34) Accuracy IO
- (34) Accuracy IO
- (A) Stupefy - Stun/Range
- (36) Stupefy - Accuracy/Recharge
- (36) Stupefy - Accuracy/Stun/Recharge
- (36) Stupefy - Endurance/Stun
- (37) Stupefy - Accuracy/Endurance
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Pacing of the Turtle - Chance of -Recharge
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (45) Titanium Coating - Resistance/Endurance
- (45) Titanium Coating - Resistance/Recharge
- (45) Endurance Reduction IO
- (46) Steadfast Protection - Knockback Protection
- (A) Mako's Bite - Accuracy/Damage
- (48) Mako's Bite - Accuracy/Endurance/Recharge
- (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (48) Crushing Impact - Accuracy/Damage
- (50) Crushing Impact - Accuracy/Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
possible build -
What is a good toon for disruption/annoying a hell but can still survive being hit a few times.I know of earth/ta being good at this but what about others , and villan side?
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In-game Globals: Zen-94
What characters do you have on Freedom?:
Fire/EM IOed
BS/Regen IOed , still movin toons to freedom
Are you willing to respec into a PvP build?: yeah
Are you willing to roll a new character if needed?: sure
Briefly describe your PvP experience:
started pvp i10
most of the time in Rv
arena wise KB and FFA -
1. blasters/doms
2. everything else and nub blasters/doms -
Was planning on respecing my ice/cold troller for pvp but with SJ , SS , and Fitness pools I had no room both perception ( tactics ) and a Heal (Aid ).Most of the time I just pick Tactics but this time im not sure because trollers have low hp and I dont have a heal in any of my power sets. Also for some type of phase im taking hypernub/ temp phase powers.
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To make up for DPs long rechrge I was gonna pick up aid self.
I like my em/fire jus wanted to try a differant brute for pvp.