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Posts
1942 -
Joined
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Cardiac is simply the single best overall Alpha.
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Defense really isnt an issue for Shield.. you biggest hurdle will be endurance.
But here is the build of the Majestic One..
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Majestic: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5), ResDam-I(5), ResDam-I(7)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9)
Level 4: True Grit -- ResDam-I(A), ResDam-I(11), S'fstPrt-ResDam/Def+(11), Heal-I(13), Heal-I(13), Heal-I(15)
Level 6: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19)
Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Kick -- Acc-I(A)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(39)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), HO:Nucle(36)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-Rchg(37), AdjTgt-EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 35: One with the Shield -- ResDam-I(A), ResDam-I(40)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45), Heal-I(45), Heal-I(46), Heal-I(46)
Level 47: Taunt -- Mocking-Taunt(A)
Level 49: Grant Cover -- EndRdx-I(A)
Level 50: Cardiac Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Numna-Regen/Rcvry+(48), Numna-Heal(48), Mrcl-Rcvry+(50), Mrcl-Heal(50), RgnTis-Regen+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43), P'Shift-End%(48)
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 5.5% Defense(Melee)
- 5.19% Defense(Smashing)
- 5.19% Defense(Lethal)
- 4.88% Defense(Fire)
- 4.88% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 4.88% Defense(Ranged)
- 6.75% Defense(AoE)
- 66% Enhancement(Accuracy)
- 62.5% Enhancement(RechargeTime)
- 105.4 HP (5.63%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 2.5% (0.04 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 2.5% Resistance(Psionic)
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Quote:This is all that matters !!!!
Character slots per server: "36 is not enough and we agree." -
Im not sure if it does or not..
One other things.. as far as worrying about Alphas dont.. you will pretty much have enough defense and one thing I always do is open up with Ice Slick.. -
Quote:Doms got Earth Assault a new powerset and they also got Electric Control in Issue 18. They also got Hero Epic Pools in issue 18. People are acting like Doms arent getting anything. The reality is that its probably a little harder to balance things for Doms so that they are not overpowered.Everything else is getting old and new stuff on i21 launch so why shouldn't Doms?
Id rather they take their time and get it right that rush something out there. There is a lot already in Issue 21 from what we have heard already. Those who are in beta probably realize there is a lot more they just cant say anything because of the EULA.
I love Doms.. probably right now one of my top 3 AT's. I deleted a level 50 Earth/Thermal Controller Just to remake him into a Level 50 Earth/Fire Dom.
The devs didnt say we have nothing planned for Doms.. They said they could fit it in THIS issue.. and this issue is huge. Everyone seems to be ASSUMING that its just a round of Power Proliferation.. Maybe its not.. Maybe its entirely NEW sets that require more time and more artwork. I know something is coming and thats enough for me -
They have already said they have things planned for Doms but they couldnt get it into issue 21 which already looks to be one of the biggest issues ever and a hige game changed with F2P.
People just need to learn to be a little patient.. -
My votes.. /Fire for AoE goodness.. enjoy the aggo you create
, /Mental which I enjoyed very much on my Rad/Blaster, /Elec and /Nrg because you can never go wrong with those...
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Quote:OMG please write up the rest and email it straight to Paragon Studios !!!! This I love !!!!They really should redo all the descriptions come Freedom. Blasters are not heroes, corruptors are not villains. The villain descriptions have the extra "role" descriptor, the Hit Point descriptor is not useful information for a new person, and the style of the descriptions are different (the villains use "You will" or "You are" but the heroes say "He can" or "he does"). Some sample new descriptions follow.
Tanker
The Tanker is an irresistible force combined with an immovable object. This Archetype can withstand the attacks of large groups of foes while still inflicting good damage.
Tankers are not totally invulnerable, but their skills allow the other Archetypes to play their parts, too. Tankers are effective hand to hand combatants and through attacking and drawing enemy attacks upon themselves they are an asset to any group. They primarily engage enemies in melee and through various methods keep many threats focused on themselves, instead of allies.
Tankers proudly stand in the front lines of battle in order to protect their comrades and punish any enemies.
- Roles: Meat-shield, Damage
- Damage Mitigation: Very High
- Damage: Medium
- Support: High
- Primary Power Category - Defense
- Secondary Power Category - Melee
Blaster
The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage.
In comparison to the other Archetypes, the Blaster is the most damaging to the enemy. With potent attacks that cover a wide area, they can often eliminate many lesser enemies quickly. But the Blaster is quite fragile; this Archetype has relatively little ability to avoid enemy retaliation. Situational awareness is their best method of survival, but they do have some helpful, if limited, means to control foes.
Blasters must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their allies to help them succeed.
- Roles: Damage
- Damage Mitigation: Low
- Damage: Very High
- Support: Low
- Primary Power Category - Ranged
- Secondary Power Category - Melee/Utility
Corruptor
The Corruptor is a superb range attacker who can weaken foes and embolden allies with a wide variety of powers.
They have potent debuffs to cripple enemies and solid buffs to enhance the abilities of teammates, making them quite valuable to group. Dealing good damage from a safer distance, the Corruptor can unleash impressive blasts.
Fortunately, Corruptors have Scourge, a special ability that allows them to deal a critical final blow to already weakened enemies. As an enemys health drops, their chances for a critical strike dramatically increase, making the Corruptor a deadly foe.
- Roles: Buff/Debuff, Damage
- Damage Mitigation: Medium
- Damage: Medium
- Support: High
- Primary Power Category - Ranged
- Secondary Power Category - Buff/Debuff
Brute
Brutes are made to fight and revel in hand-to-hand combat.
With strong offensive Power Sets designed to inflict punishment and impressive defenses to take it, they're the best there is in a straight melee fight. Protracted battles only make them more fierce and their attacks gain power because of it. They can draw the attention of enemies, which can be an aid to less durable teammates as well as fuel for their attacks.
They build up Fury as they attack and are attacked, multiplying their base damage potential dramatically. This unique combination of powers makes their strategy one of speed and aggression.
- Roles: Damage, Meat-shield
- Damage Mitigation: High
- Damage: High
- Support: Medium
- Primary Power Category - Melee
- Secondary Power Category - Defense
Scrapper
No lone enemy wants to cross paths with a Scrapper - because odds are that only the Scrapper is going to walk away.
Ferocity and skill make the Scrapper a master of hand to hand combat. Alone or with allies, they will seek out those who oppose them and bring them down. While not as effective as Brutes or Tankers at drawing enemy attacks, they can assist in keeping enemies off less durable allies.
The Scrapper is resilient, only Tankers and Brutes can withstand more damage. They have impressive attacks and on top of that the ability to inflict random critical attacks, which can deliver devastating damage to enemies.
- Roles: Damage, Meat-shield
- Damage Mitigation: High
- Damage: High
- Support: Low
- Primary Power Category - Melee
- Secondary Power Category - Defense
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Quote:ahhh cool I understand building around a concept.. I do that quite a bit myself..The character is an elementalist, and as such I really want powers to represent all four of the classical elements (water and air sort of get combined with powers like Sleet and Ice Storm). Additionally I want the powers associated with the element to tie into the general theme of the elements. I like Earth Control since it ties in well with Earth (solid and reliable, using terrain to hinder your foes). Fire I associate with rage and aggression so I want that for my primary attack powers. That means Air/Water as the third set.
In the case of a Controller that lends itself to Earth/Cold/Fire or Earth/Storm/Fire but for a Dominator it leads more towards Earth/Fire/Ice. The alternative combos of Ice/Stone/Fire or Earth/Ice/Fire just don't work as well thematically. -
Please I have an Cold/Ice DEFENDER and I dont feel gimped.. a Corruptor would be full of win..
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my SG says my favorite word is Respec... Im always tweaking my builds..
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Outside of the Alpha slot there is no way for you to craft what you need oustide of the Trials and even that process would be slow and tedious..
My suggestion to you is this.. Find out the best global channels for your server. That is usually where the action is. Go to the Pinnacle forum here and find out the better globals and where people tend to meet for things like trials.. Some servers use Pocket D.. Virtue tends to use RWZ.. some people use the Midnighters Club.. I have rarely found a server that is totally dead.. Maybe some have smaller populations but there are most likely people on the server..
After you run a few trials and you get the hang of how it goes dont be afraid to start one yourself using the global channels to recruit. This is what I am going to do because I dont want to wait forever for one to start.. Many people simply do not want to start teams ( and I have been this way myself ) but usually you will pick up some experienced players who can help as well. -
Many People dont seem to understand the value of certain buffs and debuffs on general. I would much rather make a team with several debuffers than having a " healer ".
Ive posted this before but here is the classic...
Im on my level 50 Rad/Rad defender. I join a team doing the AV arcs in PI. They are doing them at +3.Apparently they are having some trouble. I knew that because when I joined the team the leader said.. OK we got a healer.. Here is how it goes
ME:I said.. I have a really small AoE Heal... I am not an Empath...
Leader: You have a heal right..
ME: Yes
Leader: Ok Lets do this
We get on map go through a mob or two.. I drop AM and start laying down the debuffs. RI, EF, LR the standard for Rads and Im mixing in my attacks... Now mind you we are plowing through the mobs and no one has died.. In fact there has been very little damage taken
Leader: Hey what are you doing ?
ME: Excuse me.. Im fighting the mobs..
Leader: We just need you to heal..
Me: I do a lot more than heal I have a lot of debuffs and good attacks..
Leader: Look we need heals.. Defender damage sucks.. Just HEAL...
Me: You want me to just heal and nothing else ??
Leader:YES
Me: Ok no problem...
Next mob... they get slaughtered...
Leader: What happened??!!!
( and I actually typed this in game)
Me: I think I know what happened..
See you told me to just heal...
So my Radiation Infection that debuffed their defense by 50% and their To Hit by 48% I shut that off so I could heal..
My Enervating Field that increased the entire teams damage by 30% and reduced theirs by 25% I shot that off so I could heal
My Lingering Radiation which reduced their power recharge by 75% I stopped using that so I could heal.
I also decided not to use Accelerate Metabolism which increased your recharge by 30% and your damage by ANOTHER 25% since it wasnt a heal
Oh yeah and that Irradiate attack that was debuffing their defense another 50% I stopped using that..
Oh and my Neutron Bomb which is another 25% defense debuff its an attack.. so yeah I stopped using it because you wanted me to just heal....
The team got mad at him for telling me to just heal.... and he quit LOL !!!!!! -
No matter how much you howl at the moon...
It simply cannot hear you.... -
Quote:Your willing to pass up Fireball and Rain of Fire ?? I wouldn't give up that much AoE Damage not by a long shot.Any comments/suggestions regarding Ice Mastery on a Earth/Fire Dom? I'm mostly planning to take Sleet, Frozen Armor and Ice Storm. I'm not sure about Hoarfrost, it's a decent power but the recharge seems a bit long to make it useful. Hibernate is one of those powers that just doesn't work well for me, I tend to play to close to the edge to activate it in time (Oh, no need to Hibernate I can win this! *splat*).
I have a Earth/Storm/Fire Controller and while he's ok I find that I don't really enjoy playing Storm Summoning that much. Consequently I'm thinking of re-rolling him as either an Earth/Cold/Fire Controller or an Earth/Fire/Ice Dominator.
It looks like Ice Mastery should work out well with both Earth Control and Fiery Assault even if I will end up with a LOT of location target powers.
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I have one and where it really started to shine was when I made more of a Tanker build. I have the provoke pool... I taunt the mobs to attack me.. the Bots are in Bodyguard mode. The shoot what tries to hit me.. but with all the defense and the buff I dont get killed and neither do they..
I love being on teams and say. Ill tank.. and people look at me like I am crazy.. very fun. I did take the two FF attacks and I rarely ever use them. -
Someone on the dev team should turn on Avengers season one and watch the Graviton fight....
Scrap the whole set and start again from there... -
I have played a total of 6 blasters to level 50 and dont remember dying a whole whole whole lot.. I dont remember being in debt all the time.. and I certainly remember being extremely useful on teams...
I think this is less about the AT and more about the player. I have seen pretty much everything in this game played extremely well and extremely poorly... -
For an Ice/Thorn I would say yes because you have so many options for attacks and you dont have to worry about Jack aggroing things you arent ready to handle..
I think Jack works much better on controllers because they have a buff or debuff secondary which will help him.. Doms not so much... -
Quote:I dont think ET should be doing enough to you to actually threaten to kill you. I have never had it come close to killing me at all.I never should have made my Ice tank an energy melee.
That stupid -hp attack is my biggest hitter and threatens to get me killed all the time. The (almost) complete lack of AoE angers me as well.
Some day I might finish the last 3 levels to 50, but every time I *think* about playing him I wish I had a different attack set. The Defense and aggro control are amazing though. -
Just a thought.. think about dropping Jack Frost and what you could do with those slots in your build.
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Now about a Ninjutsu Scrapper ALREADY !!!!!! sheesh..
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Quote:1) I avoid the Shadow Shard like the plague..As much as I love my Ice Tank, Psi damage, DE Quartz' and Rularuu still kick my **** on a regular basis.
2) Devouring Earth ARE a plague
3) How I beat Psi damage is to rev up Hoarfrost before going into battle. The huge HP boost means i can usually take them down before they take me down...
And if they really tick me off I just go get my Dark/Stone tank he he he -
In all honesty a ranged defense build doesnt make much sense for an Ice/Thorn who will need to spend a lot of time in Melee to leverage many of the things that build will do well which is utilize AA, Quills. Thorn Burst and Ripper. Ice/Thorn is much better in your face.
My Suggestion go for as much Smashing/Lethal Defense as you can. That will protect you from a lot of attack no matter if they are ranged or melee. Frozen Armor, Weave and CJ will help you get there. Also those are all nice places to stick a LoTG+ recharge. Make sure to get youself some KB protection. One IO does fine in most cases.
Also remember that AA does three different things.. It confuses.. It slows.. and it also has an effect which causes mobs to try and run out of the area. That will provide a lot of mitigation for you. The contagious confusion Proc is excellent in AA.
You will have to manage your end a bit. I didnt solve it totally until I got the Cardiac Incarnate slot.