ArchGemini

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  1. I can think of two:

    The first is my DM/Shield Scrapper, Dark.Enforcer. The first toon I rolled as part of a leveling pact, and the first set of characters that my sig-O (now wife) and I planned on having a joined lore and synergy. She rolled a Kinetics/Dark Defender, Dark.Vixen. Most fun ride up to 50 and through incarnates, ever. If she is on in the last few days and we can find time to play, expect to see us around Pinnacle beating stuff up.

    The other is the oldest toon currently on my roster (second oldest overall, he had IH as a toggle), a DM/Regen Scrapper, Shadow.Reign. He is also my first 50 and my general "badger, lore, and event" character. This is the base character I thought of when I think "If I could be a superhero, what powers would I choose?" (the total character would also have some splashings of Martial Arts and Super Reflexes. That is why I stuck with positional Defense through IOs even though I could have gotten better numbers going typed). On the last day, when everyone else is on their mains and having their going away parties, I will be joining them on this guy. Shadow.Reign will be the last character I log into the City.
  2. Quote:
    Originally Posted by Arcanaville View Post
    You mean they aren't updating Mids to I24? Heck 99% of the builds ever made with Mids never saw the light of day in-game, what difference will it make now? They should just keep releasing versions like they come from a parallel dimension or something.
    Now there would be a hook to present to NCSoft. This game is so popular and loved by those that play that we plan on making builds for characters even after the lights go out. Might as well keep them on (yes, this is me grasping at straws).
  3. Agreed. To all of my fellow Scrappers, including, but not limited too:

    Arcana, EG, Werner, Claws, BZB and dozens of others.

    This was far and beyond the most constructive and positive board I have ever been a part of. Just really stand-up people all-around, even when we wanted to do nothing more than Slash/Punch/Burn or otherwise commit to violent acts against each other.
  4. ArchGemini

    Ice/Ice in i24

    Maybe we can get Bitter Freeze Ray the insta-cast treatment. My only gripe with the power has only ever been its cast time, especially when the other attacks in Ice Blast rip off fairly quickly. It has a hold in exchange for the range and extra damage, but otherwise is closest to the snipes in endurance cost and recharge. Another fast-firing hold would make give the set better boss utility as well as an extra tool for when things go pear-shaped. Damage-wise, it would not step on the toes of any other set, either.

    Interest of full disclosure, my primary Icer is a Time/Ice Defender who has to deal with Time Stop and Bitter Freeze Ray, which are both around 2.5 seconds and really breaks the flow of my play.
  5. Quote:
    Originally Posted by Supermax View Post
    I can guarantee that getting rid of rezzes would be a horrible idea. A lot of people like them.

    An easier option is just to add some nice effects to the rezzes and make them dual use (alive or dead). To essentially make them into t9's that can also rez you if you're dead. May then need to also add a rez effect to the currently existing t9's. That sounds like it would be easy enough. No need to replace any powers.
    Agreed. In-set rezzes are pretty much here to stay. Give them some use alive and dead or otherwise make them all worth getting in the first place (/Regeneration's Revive is still a crying shame). I can usually find something else worth getting in almost every power set with a rez, but a "while still standing" effect would at least make me juggle the cost of the power versus something else.
  6. Quote:
    Originally Posted by Mad Grim View Post
    Overwhelming Force seemed like a test run for it. They wanted to see if it would break the game, I'd bet. That's why the only way to get it was an event that is now over, and it's a unique. So if it caused too many problems, those problems would eventually just go away.

    Since it appears to have not broken the game, I'd assume there will be more.
    That is very good, because I am going to want this for Dawn Strike (Yay! Khelds got the nuke change, too!).
  7. Quote:
    Originally Posted by Erratic View Post
    You handwave all the DM's utility with a vague reference to knockaround in other sets. If knockback/knockdown in other sets is keeping you from getting hit the direct and sole comparison with in DM is -To-Hit. That leaves endurance recovery, healing, and damage buffing unpaired by what you've offered.

    There is simply no way you get to lump all of that utility in as being worth some knockdown/knockback found in other sets.
    Knocking enemies down and spraying them with AoE before they get back up, or giving your secondary time to settle in, comes across to me as far better utility. I am trying not to handwave away damage as utility. Dark Melee's debuff works against single targets at a time (like knock), but any set with a defense-buff gets a better effective To-Hit Debuff against every enemy in the group, and is far more stackable (at the not small cost of DPS).

    On specific powers, though:

    Endurance Recovery? At what point in the game, during the level-up game where it is not up often enough (and maybe I slot wrong, because in the late teens/early twenties, I would not have slots available for it. If I did, those slots would be better used as Endurance Reduction in my attacks), or in the endgame where most people have their endurance issues already figured out and Dark Consumption becomes unneeded? An extra AoE? At base 180?! I would get more mileage out of taking Shadow Punch at that point and just running around slapping people. Plus it would help fill a chain. Like with Soul Drain, the damage only means I can slot a PBAoE set if I wanted a specific set of bonuses.

    Healing? Siphon Life is awesome since the change. No complaints about Siphon Life from me. Take it at 8. Slot it. Love it. Only question is do the healing and single-target debuff offset the defense-buff and secondary effects (defense-debuff, endurance drain, cost and recharge discounts, or combo features) from some of the other sets? Not so sure.

    Soul Drain as a buff I will concede. It is better buff than Build-Up over time versus a "whatever-counts-as-standard-sized" group currently. It does require more slots and an Accuracy check for full effect, though. As viable AoE? My point still stands. At base 120, not up enough for the damage it deals.

    Quote:
    Originally Posted by Erratic View Post
    Frankly the damage on those powers is a little bit of loving you don't find in other powers that provide similar boosts. Power Sink does not deal damage. Nor for that matter does Build Up, which is far inferior to Soul Drain in terms of what they both commonly do for boosting damage.

    Arbiter Hawk posting in a Dominator thread today:

    That should probably inform you of how the developers are looking at Shadow Maul and how it is supposed to be approached.
    I already knew what Shadow Maul is numerically. For all the justification of its numbers, that 3.3 cast time is going to turn people away from that power (unless you want it as a slot mule). It is a single-target attack not worth taking as a single-target attack, and the cone perk it gets is not enough to warrant taking it, either.

    If you think the cost Soul Drain and Dark Consumption paid in recharge are worth the price they paid for damage, we can just agree to disagree (Devs seem to agree with you, which is all that really matters). Give me an auto-hitting, base recharge of 60 seconds, draining or defense-buffing, Power Sink or Energy Drain anyday. On the one Dark Melee character on my roster that even has Dark Consumption, I can find some other way to get those set bonuses.


    Quote:
    Originally Posted by Erratic View Post
    Why are you trying to make DM something it isn't? I noted upthread that each powerset has something it doesn't do well. For DM that is area damage. If you want area damage you need to look to your secondary, power pools, and Epic powersets.
    How are making Shadow Maul and Dark Consumption easier to leverage and making Midnight Grasp less vanilla making Dark Melee something it is not? Dark pays too high a price for its utility compared to other sets, especially to only be competitive with other sets in ST output.
  8. Quote:
    Originally Posted by Andferne View Post
    But do they have the utility that DM offers?
    The utility is secondary-dependent to determine its worth. As has been said before, any primary that has a defense-buff is going to pair incredibly well with a non-defense secondary (and even with defense-based secondaries before getting a chance to slot up heavily). The knockaround in most of the other sets along with other secondary effects makes them utility enough. All else fails, the AoE lets you kill stuff faster, and damage is spectacular utility. I just personally do not feel like Dark Melee gets enough utility and a bonus to single-target damage for what it pays in AoE potential (Midnight Grasp still, for no reason at all, does not get a boosted critical chance).

    I would trade most of Soul Drain and Dark Consumption's damage for better base recharge times. The amount of damage they do, or their base recharge, make them not really worth slotting for damage specifically. I do take some advantage of the fact they do damage and can slot them with PBAoE IO sets, but I would not be opposed to losing Dark Consumption's damage to get its base recharge equal to Power Sink (60 seconds). Performance Shifter and Efficacy Adapter would do the job just fine.

    I would like to see Shadow Maul get a wider cone and a faster cast time (The Dual Blades animation for Sweeping Strike except with just the standard "Shadow Hands" rather than blades would be awesome). That would allow for some use in low-level ST chains if needed (like Slice or Flashing Steel) while being able to be leveraged for multiple targets more easily. Obviously, this would probably require it to be rebalanced for something more resembling an AoE attack (I know its numbers are closer to balanced for an ST attack, save its ridiculous cast time), but I think it would see so much more use that it would be worth it.

    Midnight Grasp? It does not need a whole lot, but it seems pretty vanilla versus a lot of other T9s. Its biggest draws are that it is all Negative Energy and fires relatively quickly. Some small "Chain Darkness" effect like Chain Induction would be pretty sweet, give the set some small extra AoE (easily making up for the lost AoE from Soul Drain and Dark Consumption), and make "thematic" use of those Tentacles.

    Touch of Fear and Shadow Punch are still... Touch of Fear and Shadow Punch. I might suggest Touch of Fear to a random PvPer for the toHit-Debuff, and Shadow Punch to a lowbie for a quick attack (or for Bruising on a Tank), but for general PvE I do not think I have suggested them to anyone in a long time. Better minds than mine can come up with something for them.
  9. So I wanted to try Time some more, and pair it with something a little less busy than a Ninjas/Time Mastermind, and ended up with something with a lot of Holds. The playstyle goal would be to:
    - drop Distortion Field (which I can get earlier if it would help with teaming)
    - Freeze Ray, Time Stop, and Bitter Freeze Ray whatever I really do not like
    - Slowed Response a beefier nasty of my choice
    - fire Ice Storm and Blizzard
    - run clean-up with the Bolt-Blast-Bolt-Bitter chain.

    Survival would be taken care of by the Holds, the gobs of -Recharge flying around everywhere, near soft-cap defenses and Mending + Shift. I could not get Melee, but at 43% I am not worried all that much. I could swap a slot in Hover to Touch for a Gladiator +3, but I wanted a little more insight before I invested _that_ much time into this.

    That said, I do have a few questions regarding this idea. Is Ice Storm a viable enough attack if it is available every 18 seconds or so? Also, is it worth swapping the slotting for Ice Bolt and Ice Blast and putting a Build-Up proc in Bolt for one of the Decimations?

    Here is the build for everyone's review. Thanks in advance for any thoughts.


    Hero Plan by Mids' Hero Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Time Manipulation
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight

    Hero Profile:
    Level 1: Temporal Mending -- Dct'dW-Heal/Rchg(A)
    Level 1: Ice Bolt -- DefendersB-Rchg/Heal%(A), DefendersB-Acc/Dmg/EndRdx/Rchg(7), DefendersB-Acc/Dmg(7), DefendersB-Dmg/EndRdx/Rchg(9), DefendersB-Acc/Dmg/EndRdx(9), DefendersB-Dmg/Rchg(50)
    Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(27)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
    Level 6: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal(27), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 8: Time Crawl -- Acc-I(A)
    Level 10: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(13), GSFC-Build%(15)
    Level 12: Time's Juncture -- EndRdx-I(A)
    Level 14: Time Stop -- Lock-%Hold(A), Lock-Acc/Hold(40), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(42)
    Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(40)
    Level 18: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Slowed Response -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(46), ExVuln-DefDeb/Rchg/EndRdx(46), Achilles-ResDeb%(46), RechRdx-I(50)
    Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(29), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
    Level 32: Chrono Shift -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 35: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40)
    Level 41: Distortion Field -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(43), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-%Hold(45)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), Zephyr-Travel(48), Zephyr-Travel/EndRdx(50)
    Level 49: Fly -- Flight-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
    ------------
  10. This is the goal I have in mind for my wife's Kin/Dark/Mace Defender. Softcapped to S/L/E, a good batch of recharge, and some preparations for i24 (enough to-hit between slotted Tactics and the Kismet+6 to insta-snipe, plus Blackstar taken and slotted). Slotting is open between Transfusion and Gloom because it looks like everything I wanted bonus wise was gotten.

    No incarnates are taken on the build (my wife took perma-Clarion, though) and accolades are currently off. The Defender faithful will give better critiques, but this can act as a start.

    P.S. I also tried not to insult you by suggesting a "cheap" build, as I know you can burn orders of magnitude more inf in a month than I make. I picked things simply for what they offer to the build.


    Hero Plan by Mids' Hero Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Transfusion -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15)
    Level 1: Dark Blast -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(25), SDefendersB-Dmg/EndRdx/Rchg(25), SDefendersB-Acc/Dmg/EndRdx(34), SDefendersB-Acc/Dmg/EndRdx/Rchg(34), SDefendersB-Rchg/Heal%(46)
    Level 2: Siphon Power -- Acc-I(A), Acc-I(37)
    Level 4: Gloom -- Empty(A), Empty(5), Empty(9), Empty(9), Empty(11)
    Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Moonbeam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43)
    Level 10: Increase Density -- GA-3defTpProc(A)
    Level 12: Speed Boost -- Zephyr-ResKB(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(45)
    Level 16: Tenebrous Tentacles -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(17), Cloud-Acc/Rchg(17), Cloud-ToHitDeb/EndRdx/Rchg(19), Cloud-%Dam(19)
    Level 18: Inertial Reduction -- Zephyr-ResKB(A)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), Posi-Dmg/Rng(23), Posi-Dmg/Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48), S'fstPrt-ResKB(50), S'fstPrt-ResDam/EndRdx(50), ImpArm-ResPsi(50)
    Level 26: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(34)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 35: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg/Rchg(36), Nictus-%Dam(36), Nictus-Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(46)
    Level 38: Blackstar -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg(40), Sciroc-Dmg/Rchg(46)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Rchg/EndRdx(43), GSFC-Build%(43)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48), LkGmblr-Def(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), Panac-Heal/+End(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
    ------------
  11. SR needs something other than Quickness and DDR to separate it from Shield.

    I would love to see what Regen gets if it ever gets moved to Tankers, and if those changes will get implemented for everyone else.

    Most of the Manipulation sets are getting a little help, as are a lot of the Blast sets, so I am looking forward to rolling a new-age Blaster.

    I look at my Peacebringer and smile fondly. I put some coin into him and he turned out nicely. Then I look at the Soldiers I have rolled and I think, "ok, they used the knowledge from making the HEATs to get to VEATs. The HEATs deserve another look now that everyone is all wizened up." I do not know the comparison to Warshades, as I will not roll a Warshade until I have a daughter (the PB was in tribute to my son).
  12. I appreciate the extra advice. Looks like I had the right idea, just some misplaced slots. I forgot the pet buffs affect everything at once, so I went to reduce their cost. Thanks for offering some suggestions to how to get those slots back and what to do with them.

    Looks like the hardest enhancement to get will be the KB/KD IO. Maybe it is just Pinnacle or my schedule, but I am having the hardest time finding teams to run it.
  13. Hello, team!

    I decided I wanted to roll a Mastermind and a Time character, so in my attempt to knock out two birds in one stone, a Ninjas/Time/Mace MM was pieced together in Mids. I really have no idea what I was doing aside from getting softcap to SLE and getting as much recharge as I could. Any assistance on the build, or playstyle in general, would be greatly appreciated.

    I have lots of Vet powers, so I can focus on Time and the Ninjas early.

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Time Manipulation
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(3), BldM'dt-Dmg(3), BldM'dt-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(5)
    Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(43), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/Dmg/Slow(45)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb(46)
    Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
    Level 8: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(13)
    Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(17), BldM'dt-Dmg(17), BldM'dt-Acc/Dmg/EndRdx(19), EdctM'r-PetDef(50)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Krma-ResKB(15)
    Level 16: Distortion Field -- EoCur-EndRdx/Hold(A), G'Wdw-EndRdx/Hold(48)
    Level 18: Boxing -- Empty(A)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dam%(33)
    Level 26: Oni -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Acc/Dmg/Rchg(27), SCotMastermind-Acc/Dmg/EndRdx/Rchg(27), SCotMastermind-Dmg/EndRdx/Rchg(31), SCotMastermind-Rchg/PetAoEDef(50)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), RechRdx-I(37)
    Level 30: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(36), Decim-Dmg/EndRdx(37), Decim-Build%(37)
    Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
    Level 35: Slowed Response -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(40), ShldBrk-Acc/DefDeb(40)
    Level 38: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40)
    Level 41: Scorpion Shield -- DefBuff-I(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Tough -- GA-3defTpProc(A), S'fstPrt-ResKB(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    ------------


    Thanks,
    AG
  14. Quote:
    Originally Posted by Primantiss View Post
    Alright, sorry about the delay. I had the video ready to go last night but Youtube wasn't playing nice and was refusing to upload anything;


    Link = http://www.youtube.com/watch?v=CkGy_ubh4eg

    If any Devs have a problem with the music please let me know via a PM and I'll squelch it ASAP.
    As if the FRads could not get any more ludicrous...

    You know? I just got a 2nd KB/KD IO, and was going to respec my Fire/Kin Controller to actually try Bonfire, thinking at least now it might be a tough decision to trade offense for defense (cannot really use Fire Cages if the plan is to take advantage of Bonfire's now KD).

    Then I saw your video.

    I am now going to wait to see what the Devs do before I use the IO on him. That was ridiculous. Bonfire -> Fire Imps (close range) -> Fulcrum Shift. GG.
  15. Your definition of Fun/Good may be a little different from mine, but my favorite character (DM/Shield/Fire) is a good mix of ST/AoE so I can minion munch or AV-hunt whenever the mood strikes me. My other favorites lean toward ST (DM/Regen/Soul and DM/SR/Body) or AoE (Elec/Shield/Mu and Staff/Elec/Mu).

    Having concepts you like and characters that you can play based on how you feel when you log in can go just as far in enjoying your City experience as having a really good build.
  16. Quote:
    Originally Posted by SwellGuy View Post
    Never tell me the odds!

    (I was only joking about the maths being hard because I know of some types which only have 2 sets at certain levels so I roll the junk set to go into the good set.)
    For once I am glad they did not go with the suggestion to make another level 50 IO set for a bunch of the enhancement types. My luck has been surprisingly better than average with converters, and it is saving me all kinds of time (saving up AMs for the Glad Procs; I cackled like a madman the first time I spent ~50M for a PvP enhancement and converted to the Glad Proc on the first shot), or getting some of my 50s extra spending money (play until a Doctored or Fortune drops, craft it, convert it with two converters I probably picked up while playing). I know this will probably not last, but at that point I can just keep the enhancements I get for my own characters.

    For players who are either lightweights in the market or who just end up not great at it (I freely admit I am a bit of both), it should mean that there is no reason in the world a build other than those that include purples should be out of reach. I feel like that has to be good for the game.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Without exception:

    -Speed (Hasten)
    -Leadership (Maneuvers)
    -Fighting (Boxing, Tough, Weave)

    Character-to-Character:

    -Leaping or Flight (Combat Jumping, Hover, Fly, Afterburner)
    -Leadership (Tactics, Assault, Vengeance)
    I did take the Medicine pool on a toon with no sort of in-sets self-heal (Elec/Shd/Mu Scrapper) and on my Dark characters with Soul Drain, I usually take Tactics as well (slotted with GFSC). Other than that, I am not sure if I have ever taken a pool power outside the same 5 pools THB listed.
  18. If there is an AT that I feel needs help above all others, it would be Blasters. For all their attempts at tweaks and changes to the AT, they are still left behind. Ranged attacks used to be considered a form of defense, but now most if not every enemy has a ranged attack.

    While this may not be a new approach, I have always liked the "glass-cannon" concept of Blasters, so my suggestion falls on the offensive end. They should have the highest damage mods at any range regardless of what other perks or transformations other ATs may get (Nova, I am looking at you). I believe Blasters are 1.125 for ranged and 1.0 for melee. I would not mind seeing Blasters get 1.25 for both mods. Next, raise their damage cap an additional 100% and increase the +damage on their augmenting powers (Aim, Build-Up, Soul Drain, etc.). For what they give up in survivability tools next to the ATs with a set dedicated to mitigation, Blasters should be the undisputed champions of damage, at least when comparing powersets with similar effect (such as a ST-focused blast set versus a ST-focused melee set).

    Aside from that, I would personally like to see:
    Defenders get better buff/debuff mods versus Controllers and Corruptors. I was reading around and noted that a poster mentioned that playing his Defender on teams, while safe and contributing greatly, would consider and contemplate how he would rather be playing as a Controller or Corruptor and possibly be contributing more but never the reverse just for "10% better buffs." I agree with that sentiment. Like Blasters should have far and away the best damage, Defenders should have the best buffs/debuffs. I am sure I am missing something about the general awesomeness of Defenders, but the only draw I see with Defenders is the level-availability of said buffs.
    Peacebringers get better synergy in their powers (I personally would give up one of on my favorite Scrappers if I could get an enhancement or some other method of turning my PB's KB into KD). Definitely a quality-of-life change that would greatly increase (my) enjoyment of the AT and might generally help reduce the perceived or actual power gap between Peacebringers and Warshades.
    Scrappers get something unique in their inherent. I do (and would) still enjoy them otherwise, though. Ditto for Tankers (although their inherent was not taken whole-hog, improved and then given to someone else).
  19. Still not a fan of the fact the secondary defense bonuses are half-value. Not sure how much could be done about it, though. Aside from that, the set bonuses are pretty decent across the board for the ATIOs. I will not have the time to do all the stuff I want to do for all my toons, which is a great thing.
  20. Quote:
    Originally Posted by Granite Agent View Post
    Why not take fireball instead? Much faster recharge = better dps. The recharge on SA kills it for me.
    Theme? Different plans for the Ancillary/Patron pool? Personally, I took both in an attempt to get some AoE on him beside Spring and Charge (Shadow Maul was an option, but I decided I did not want it).
  21. Quote:
    Originally Posted by firespray View Post
    I'm not really sure what you mean by Spring Attack doesn't 'line up' with build up and does with soul drain, but my DM/SD scrapper has Spring Attack and it works quite well. Soul Drain + Spring Attack + Shield Charge will wipe out most everything in a spawn, Or you can alternate them and have a pretty decent AoE up most every group.
    By "line-up" he means the recharges are the same (base 120s) with similar slotting, so you can Spring after every Drain. Build-Up and Shield Charge are base 90s.

    I have Spring on my DM/Shd and it sees pretty good use. It was also half an excuse to get Super Jump since I already had Combat Jumping. Leaping is a pretty good pool all-around.
  22. Quote:
    Originally Posted by Kudanaz View Post
    TY Planet_J using that build i got this build. Mind looking it over and seeing if it looks ok? i cannot get my recharge bonus past what its at w/o loosing S/L defense. TY again =)

    http://www.cohplanner.com/mids/downl...74FF03BFD3D28B
    I could not figure out what to do to salvage the enhancement values in Shadow Maul and save your set bonuses. Did swap the slotting in Midnight Grasp for:

    4 Kinetic Combats: All but the Proc
    1 Accuracy/Damage IO or HO
    + 1 Accuracy/Endurance/Recharge IO to make up for KC's not great enhancement values.

    S/L defense drops to 45.1, but still over 45 in a quick attempt to save one of your staple powers.

    Ok, looking back, we both deserved a full attempt at trying to build one of my favorite Scrapper combos (I main a DM/Reg/Soul that went for positionals instead). About the major difference on the build is I have is purpling the AT sets (gets you 10% S/L and I would say is a must if you are going this route). Also managed to over the recharge bonus threshold for perma-DP. Shadow Maul and Midnight Grasp are now slotted like attacks, and Shadow Maul or Shadow Punch is optional if you want to grab Energy Torrent and slot it for Posi's Blast.

    Check this out:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(46), F'dSmite-Acc/EndRdx/Rchg(46)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(37)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), EndMod-I(37)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 8: Siphon Life -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(34), SScrappersS-Acc/Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Numna-Heal(37), Numna-Heal/EndRdx(46)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(39)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(21), RctvArm-ResDam(21), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(45)
    Level 24: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(25)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 35: Shadow Punch -- SScrappersS-Acc/Dmg/EndRdx/Rchg(A), SScrappersS-Rchg/+Crit(36), SScrappersS-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(7)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  23. Quote:
    Originally Posted by Lxndr View Post
    Dual Pistols/Ninjitsu Stalker.

    Replace 'Swap Ammo' with an Assassin Strike sort of power called something like 'Kill Shot.'
    Executioner's Round?
  24. Sign me on with whatever group is advocating for recharge debuff resistance. With the click-intensive nature of the set, I am surprised it has not already been implemented by the developers.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    With invuln you want to softcap yourself to various types, so defensive sweep's positional bonus becomes pretty redundant sooner or later. Ironically, the sets it takes make it useful as a mule for typed defense bonuses even if you never use the power. The only other skippable attack in my opinion is crushing blow, which I wouldn't skip because it's one of the three single target attacks you ever get. I've heard others talk about skipping titan sweep: not something I would do but if it were between that, whirling smash and arc of destruction, well, that's a no-brainer.
    Just so I was clear, not that it would probably matter much because it is not paired with Lethal like set bonuses are, but Defensive Sweep buffs Melee and Smashing Defense, right? He would end up having to build for Lethal and get any paired Smashing bonuses anyway. DS would just offer a buffer for Smashing.