Airhammer

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  1. So far I have taken

    Fire/Fire tank tier 3 Reactive Fire DoT proc Reactive
    Ele/SS tank Damage Debuff Proc

    On my Ice/Ice and Ing/NRG I will take the to hit debuff proc Diamagnetic
    ( 100% chance @ tier 3 yeah im taking that )
  2. Here is my Thugs/Traps he plays pretty well.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(7), EdctM'r-PetDef(7)
    Level 1: Web Grenade -- Acc-I(A)
    Level 2: Dual Wield -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(50)
    Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(21)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 10: Acid Mortar -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(15), UndDef-DefDeb/Rchg(17), UndDef-Rchg(27), Achilles-DefDeb/Rchg(27), Achilles-ResDeb%(29)
    Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Dmg(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(23), SvgnRt-PetResDam(31)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(23)
    Level 18: Empty Clips -- Acc-I(A), EndRdx-I(19), HO:Centri(19), HO:Centri(39), HO:Centri(43)
    Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), Lock-%Hold(25)
    Level 22: Combat Jumping -- Krma-ResKB(A)
    Level 24: Gang War -- HO:Nucle(A), HO:Nucle(25), HO:Nucle(29), RechRdx-I(34), C'Arms-+Def(Pets)(34), ExRmnt-+Res(Pets)(43)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(31), BldM'dt-Dmg(31), BldM'dt-Acc(33), BldM'dt-Acc/Dmg/EndRdx(33), S'bndAl-Build%(33)
    Level 28: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(45)
    Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(50)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Dmg/Rchg(37)
    Level 38: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(48)
    Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42), DefBuff-I(42)
    Level 44: Caltrops -- Slow-I(A), P'ngTtl--Rchg%(48), Ragnrk-Knock%(48), Posi-Dam%(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Tactics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 10% Defense
    • 11.3% Defense(Fire)
    • 11.3% Defense(Cold)
    • 14.1% Defense(AoE)
    • 3% Enhancement(Stun)
    • 9% Enhancement(Accuracy)
    • 21.3% Enhancement(RechargeTime)
    • 12% Enhancement(Heal)
    • 15.1 HP (1.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Stun) 7.15%
    • MezResist(Terrorized) 6.6%
    • 7% (0.12 End/sec) Recovery
    • 20% (0.67 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 23.8% Resistance(Fire)
    • 23.8% Resistance(Cold)
    • 20% Resistance(Energy)
    • 20% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)



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  3. Airhammer

    Elec/Elec Dom

    I see too many build slotting to get these defensive soft capped build that basically are overslotted in some areas and woefully underslotted in others.

    The problem with that as I see it is that it often hampers the AT from doing what it was intended to do. The minute they meet a foe that has - def they have serious issues.

    Mobs that are well mezzed are no problem to you.. Mobs that are defeated are no problem to you.
  4. Quote:
    Originally Posted by New Dawn View Post
    The Tanker set sucks wind compared to all the others.
    It manages to somehow defy the laws of physics.. It both sucks and blows at the same time..

    If SUCK could come in a can and you could drink it.. That set is what it would taste like.
  5. Quote:
    Originally Posted by the_postman View Post

    Those in the know say permadom beats out defence in nearly all situations.
    Defense is overrated.. yeah I said it..
  6. Thinking either Barrier or the one that protects you from Mez.. I dont want the one that heals.. and I have enough recharge and recovery as well.
  7. My issue with Nerve is that attacks are already pretty heavily slotted for Accuracy and usually people will slot pretty well for defense so for me it has a lower rate of return.

    Musculature is worth it if you have a tank that pumps out a lot of damage on needs to do a lot of damage to survive longer which is why it was the choice for my Fire tank.

    Spiritual in more cases for me is not a consideration because I usually slot for recharge enough. I did use this on my Electric Armor tank to get to Perma Haster and Perma Energize.

    Cardiac simply is for me the best all around choice. You almost never max out stats for end reduction. Everything you do burns end.. run a toggle.. launch an attack.. etc etc.. I am pretty good at managing end and using IO to help that along but Cardiac just takes it to the next level. I can reduce the end on everything I do at once.. Thats just to huge to ignore in most cases.

    AoE Fire attacks that you are slotting with obliteration to get the defense bonus but that end has very very little end redux.. No Problem.. Cardiac

    SS tank dropping end from that Rage crash.. No Problem... Cardiac

    Your Dark Armor running 8-10 toggles.. Cardiac slaps your toggle in the face...
  8. Here ya go.. he is permadom but I do have to admit occasionally with bad lag I can lose the perma if I am not watching it.. I could probably squeeze in a little more recharge but I like the way he plays now..

    Attacks well slotted. Holds well slotted.. Can Sap end like crazy..

    One thing it seems that people have forgotten about.. Hami-O's. They can be utilized to reduce slots. I use them in builds quite a bit.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    AMP'ED Re: Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(19)
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/Rchg(5)
    Level 2: Chain Fences -- GravAnch-Immob(A), GravAnch-Hold%(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(11)
    Level 4: Charged Brawl -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17), Dev'n-Hold%(31)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Rchg(21), Efficacy-EndMod(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
    Level 10: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(46)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Sleep/EndRdx(25), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(27)
    Level 14: Havoc Punch -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(31)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(37), HO:Endo(43), RechRdx-I(50)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
    Level 22: Build Up -- RechRdx-I(A)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Synaptic Overload -- CoPers-Acc/Rchg(A), CoPers-Conf(34), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Conf/EndRdx(36)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Gremlins -- HO:Nucle(A), HO:Nucle(40), HO:Nucle(42)
    Level 35: Tactics -- EndRdx-I(A)
    Level 38: Voltaic Sentinel -- Dmg-I(A), Dmg-I(43), Dmg-I(50)
    Level 41: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Charged Armor -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
    Level 49: Recall Friend -- Range-I(A)
    Level 50: Reactive Total Core Conversion
    Level 50: Ion Total Core Judgement
    Level 50: Musculature Total Radial Revamp
    Level 50: Barrier Total Core Invocation
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 6.75% Max End
    • 4% Enhancement(Confused)
    • 48% Enhancement(Accuracy)
    • 93.8% Enhancement(RechargeTime)
    • 57.2 HP (5.63%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 8.25%
    • 24% (0.4 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)



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  9. Airhammer

    Let's speculate!

    Quote:
    Originally Posted by Bloodspeaker View Post
    I tried to get over myself once. Fell on my head and ended up with a concussion. Never doing THAT again...
    You need more momentum..
  10. Airhammer

    Elec/Elec sapper

    You want to still slot for End Mod because you will drain a lot more and you will drain higher level foes better.
  11. Im sorry that was me.. had a bean burrito for lunch..
  12. Airhammer

    My MFing Build

    Im tired of this thread. I have no slots left on Virtue !!! Dechs already got me to make a Dark/Stone tank.. which I love..

    just stop it already !!!
  13. Basically what I see here is a build that is way underslotted for damage, I wouldnt take the Psi pool. I would take Elec which I think blends better.

    You skipped two very good melee assault powers in Charged Brawl and Havoc Punch.

    You picked Lockdown for Tesla Cage which IMO is far inferior to Basiliks Gaze if you want recharge.

    Your three main ranged attacks you basically gave them crap.. very little chance to hit and no damage

    You are way overslotted on a a few things IMO and way underslotted on others.

    You dont need Zapp especially if you arent even going to give it barely any damage.

    Way too many slots on build up IMO..

    You dont need every purple set on the planet and as many LotG +recharge you can get to achieve Permadom..

    Ill post my Elec/Elec/Elec build when I get to a PC that I have my Mids on later. It not anywhere near as expensive as this one is and it works very very well now...
  14. Cardiac on every single tank except for one so far.. I believe I took Musculature on my Fire/Fire tank..

    Cardiac just makes the job easier and the reality is you rarely if ever slot to max out end redux..

    All your toggles just got cheaper to run.. all your attacks got cheaper to use..

    Cardiac for a Tank is just too much major win IMO...

    Even my WP/SS took Cardiac.. He runs Rage on Auto and just laughs at the end bar..
  15. Quote:
    Originally Posted by Clouded View Post
    Aren't Water Spouts just tornados that move across and pick up water?
    Good point !!
  16. Airhammer

    Elec/Elec sapper

    Once you get the Short Circuit/Power Sink Combo you will be able to sap pretty well.

    I can sap better on my blaster than I do on almost anything else outside of my Dominators.
  17. Airhammer

    Shield/Ice

    Keep in mind your a tank.. so in general tanks arent going to pump out great damage
    (yeah yeah we all know there are exceptions)

    However as far as tanking goes you should be able with a devent build to tank very very well especially with Ice Patch helping a lot with mitigation.

    Shield Charge and Frozen Aura will be a lot of your AoE damage.. and Frost has very respectable numbers.. granted my Shield/Fire tank pumps out more damage but I think this guy is the better " tank " of the two...

    Here is my live build...


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(3), LkGmblr-Def(5), ResDam-I(40), ResDam-I(42)
    Level 1: Frozen Fists -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(34)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9)
    Level 4: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13)
    Level 6: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Acc-I(48)
    Level 8: True Grit -- Heal-I(A), Heal-I(19), Heal-I(19), ResDam-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(23)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
    Level 12: Against All Odds -- EndRdx-I(A)
    Level 14: Taunt -- RechRdx-I(A)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- EndRdx-I(A), ResDam-I(25), ResDam-I(25), ResDam-I(33)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(33)
    Level 28: Freezing Touch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(42)
    Level 35: Greater Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 38: Frozen Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Block of Ice -- HO:Endo(A)
    Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(42), Numna-Regen/Rcvry+(43), RgnTis-Regen+(43), Numna-Heal(46), Heal-I(46)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5), EndMod-I(7), P'Shift-End%(43)
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 10.5% Defense(Melee)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 66% Enhancement(Accuracy)
    • 81.3% Enhancement(RechargeTime)
    • 105.4 HP (5.63%) HitPoints
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 4.4%
    • 7.5% (0.13 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
  18. Gravity is better on a Controller but thats like saying this dress looks better on a pig than it does a boar.

    I dont see how Fire is better on a controller than a dominator. I have fire controllers and fire dominators and I simply dont see the difference.

    The problem with Dominators is once you can achieve permadom you are firing off very very strong controls AND they are recharging a lot faster as well.
  19. A blaster that knows what to do and manage his own aggro doesnt die a lot.. I dont die a lot on any of my blasters..
  20. I hate Propel. I hate an attack that takes way to long to animate and then usually hits the foes in teams AFTER that foe is already dead..

    I hate the way Wormhole works.. The stun is applied AFTER which means I STILL get shot up.. and the knockback is an ANNOYING and unnecessary mechanic to the power. The only thing it does is make the power difficult to use.


    The Dimension Shift power in most cases ( and I realize there are few.. but very very few ) is a complete and total waste. It is a useless power and needs to be scrapped..

    I think the Warshade does gravity better than the Gravity character does and thats a shame..

    They need to totally throw the cottage rule out the window on this one.. Every control set is better than Gravity... every one... It doesnt have to be the BEST one.. but it could be a LOT less mediocre..too much hard control.. one hard control thats hard to use...no soft control that anyone wants..

    It does have the best pet IMO. Singy rules !!!

    Remember when there was no Singy??
  21. Quote:
    Originally Posted by memphis_bill View Post
    no, *you* act like you don't.



    Insinuating? No, it very much appears that you don't from your own creation of and attemtped "maintenance" of this very thread. If you had perspective, the reaction would be more of "hey, i can make a bunch of other character concepts i couldn't before, cool!" and not "whiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiine doms don't get nothin' waaaaaaaaaaaaaaaaaah!" (aka, this thread.)

    doms not getting something *this* round does not delete all my other doms.
    Doms not getting something *this* round does not invalidate the fact they got a brand new set in i18, not all that long ago.
    I still have quite a few doms - and other ats - to play. And given your list, *so do you.* ats that *are* getting something this round.



    "doms being given the shaft" is not a fact. Doms being "treated as a low priority" is not a fact. It's a self-entitled whine from you.

    Oedipus_tex, unsurprisingly, sums it up nicely:
    applause !!!!!!
  22. Airhammer

    Let's speculate!

    Quote:
    Originally Posted by Jibikao View Post
    Seriously, I find it funny that people don't see the unfairness in this. Dominator fans want something new too. Why should they wait so much longer than other ATs? Dom fans may just want an announcement of something so they can get excited about. Who knows when those new sets are ready but at least they can get excited about.

    At this point, I do think they leave out Dominator on purpose and for a good reason. When Freedom goes live, they need to test the market and they need something to keep the company going. Street Justice and Beam Rifle can satisfy 7 ATs, while a new Dominator control or assault can only satisfy 1 AT. Do the math.

    I am not so much of a Dominator fan now but I do feel each AT should get something, even if it's a recycled set like Illusion or Dark Assault. The reason Dom isn't getting anything is because animations take too long. Well, they certainly have time to create 3 new sets Time, Street and Beam. It's all about priorities.

    The AT I hate the most is Tanker but if Tanker isn't getting anything until issue 22, then I will voice my opinion too.

    I don't think the dev is scheming but I do feel priorities are a bit off here. And of course, maybe they are not done with all the announcements. I just want to know what it is that is taking so long. It's gotta be Whip Assault. If that's the case, isn't it better to just come up a Dark Assault with existing powers (I'll give them the benefit of the doubt that Illusion isn't ready for whatever reason/conflicts) in this round of 3rd Proliferation and then make Whip Assault/Control a "cash set" like Street Justice?

    Here is the thing. I will be mad if Dominator's new sets require cash points by the time it's ready because Dom should have got something already.


    And I just don't know what's so "exciting" about the new plans for Dom. It's gotta be either Whip or Dark-related set, which many of us already predicted, requested, fantasized about. The only way I would find it "exciting" is Dominator is getting two sets of Controls/Assaults. Now THAT'S exciting. :P

    They kept saying "no discussion on Dominator" in last facebook chat. They won't even mention anything. What's a better way to surprise the fans than announcing Dominator's set in comic con? Unless, of course, there is no solid plan yet...

    This is exactly what I just said.. people feeling like something was done TO THEM.. Like he Devs sit around and scheme.. hey lets screw the Dominator AT this issue...

    Do you realize how silly that sounds?

    The devs said upfront they had plans for Dominators but WERE UNABLE TO FIT THEM IN THIS ISSUE... that should show that they had plans.. wanted to do something but because of time constraints.. artwork issues.. balance issues and who knows what else they couldnt fit it in..
  23. Airhammer

    Let's speculate!

    Quote:
    Originally Posted by Jibikao View Post
    You talk like Dominator is the only AT that got new sets recently.

    I think people are just anxious to hear what is new for Dom.

    And yes, they did say they have no time to port a set in this round of Proliferation but they announced FOUR NEW SETS for all core ATs except for Dominator. The announcement of Street Fighting and Beam Rifle is a bit shocking to me because I was under the impression that they don't have time to make "new" sets at all. Well, obviously, they do have time. They just don't have time for Dominator in issue 21.

    If issue 21 is as big as it seems, then it is even "bitter" that Dominator isn't getting anything new.

    I just want to know WTF is that "exciting' set. Just announce it! How come I have a feeling there is no plan..currently. They may have some rough ideas but "plan" is not yet formed.

    (although from profit point of view, making new cash sets that can be used in 3 or 4 ATs is better than making one for only one AT. Dominator isn't even in the top 3 most used.)
    There are other AT's besides Dominators to play.. and there is nothing stopping me from playing the Dominators I already enjoy...

    It just find it really funny that people sit here and act like the developers plot and scheme to purposefully leave out Dominators and then act like it something they are doing purposefully to THEM..

    Seriously some of us need to get over ourselves.
  24. Again this whole thread should be retitled " waaaaaaaaaaaaaaaaaaaaaaaaaaaH" I wanted Illusion....
  25. Quote:
    Originally Posted by pandabear1 View Post
    ok, after talking to a friend, was told shield/ss is a weird combo. In your opinions whats the best secondary for shields?
    Your friend is wrong... very wrong...