Bionut911

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  1. Quote:
    Originally Posted by Winterminal View Post
    If you're going defense based, then Cold Mastery is really your only choice blue-side. But don't paint Hoarfrost to be all that. You gotta remember, 40% of Blaster health numbers is not a whole lot of hit-points.

    If you want to be a hard-core Blapper, then I would NOT take Ice Manipulation. You will not hit nearly as hard. No, I actually think Darkness Manipulation would be a good choice in this respect. The set is primarily based in close-range, and the -To Hit effect of the attacks will combo nicely with a defense-based build. From there, you have your pick of a load of effective primaries for close range combat. My top 3 picks would be:
    • Dark Blast: the -To Hit will stack nicely with Darkness Manipulation, and comes with a nice variety of utility tools including a self-heal and an immobilize cone to keep your enemies from running.
    • Ice Blast: The set hits very hard, the slow effects will keep your enemies close, and the 2 holds should provide some nice mitigation for you in the early game.
    • Fire Blast: Pure, uninhibited damage. The one pitfall of this set is that you'll end up using it more than you use your melee attacks.

    Radiation and Dual Pistols can also perform well in close range, but those are my top 3.

    There's my 2 cents.
    I was actually considering /Dark. It seems like it provides decent damage, and that -tohit seems strong. What's your opinion on the PBAoE toggle? (I dont have mids on this comp, so i cant look up the name.)

    Ice/ I was considering as well, those two holds would provide good midgitation.

    Quote:
    Originally Posted by StrykerX View Post
    One thing to keep in mind is that Blasters have a relatively low HP cap. It only takes about +33% HP to cap you and if you get the accolades then you'll have +20% just from those, which means Hoarfrost is only giving you 13% and you usually get a few percent +HP from IOs even if you don't specifically build for it so really you'll lose out on 5-7% or so at worst by not going Cold.

    As far as your secondary goes, you have several good options. If by "melee combat" you mean actual melee attacks then /Energy and /Electric are both good. /Energy gives you more control (almost everything can stun) while /Electric gives a damage aura and the best (single target) melee DPS (and some mitigation too). /Fire is also good but is more AoE focused and has no mitigation at all... you'll do massive damage but probably faceplant more often. If by "melee combat" you just mean melee range then /Mental is also a good choice since it has a nice PBAoE and Drain Psyche for regen, but its actual melee attacks are a bit lackluster. /Dark also looks good for melee, but I haven't actually tried it much yet.

    For a primary there's always Fire... Fireball works well at any range and Blaze is the best DPA Blaster attack so it's a natural to add to a melee chain. Rad is also nice since it gives you a PBAoE, though it does take a while to do its damage since it's a DoT. For a pure single target Blapper you really can't beat Sonic though... you get a huge cone sleep to disable spawns with so you can fight them one at a time. If you prefer using a damage aura or PBAoEs then Fire or Rad are going to be better though, and if you want some control and decent single target punch then Ice can be handy. Overall I'd go with either Fire, Ice, Rad, or Sonic paired with /Fire, /Energy, /Electric, or /Dark and grab Scorpion Shield. The exact combination would depend on my concept... AoE vs massive single target damage, control vs raw damage, etc...
    It's only 33% from the cap?! I was completely unaware of the actual numbers for blaster's HP cap, so i figured hoarfrost would cap me. Thanks for that! In the end I think i'll grab my +HP accolades and go for alot of +HP & Regen bonuses, along with high S/L/Melee defense.

    Edit: My concept is straying away from /NRG/ ; DP/ ; and /Fire simply because I have an NRG/NRG AND a DP/Fire. I'm trying to get another experience out of my blaster

    I've played a DP/Fire, so i totally know about the faceplant factor...I rely heavily on spring attack's KD to make up for this. My concept is leaning towards having a PBAoE damage toggle, and heavy ST damage.

    With that, I'm really thinking Ice/Dark/Ice fits really well. Those holds AND soul drain would provide a lot of heavy damage. Plus it reminds me of Sunless mire...which i worship like a god.
  2. Okay! So i've been inspired by one of my global buddies to start a new blaster project (I'd rather not splurge on the exact details just to make it a surprise .
    For This project I need some suggestions, but i'm aiming for:
    • High survivability in melee range (Defense based)
    • A secondary & Primary power that synergizes well in melee combat
    • Ice mastery

    I'm leaning towards ice mastery because of hoarfrost. A 40% HP boost sounds VERY appealing, especially with soft-capped defenses. I'm planning for this guy to live in melee range and take plenty of aggro. ;]

    Edit: I was thinking of cold manipulation for the useful mitigation in chilling embrace and ice patch as well.
  3. Quote:
    Originally Posted by Silas View Post
    Yes, please.

    God bless /cleartray after a respec.
    I love you.

    Anyways, It would really be handy if I could make very specific trays. Like a 1 by X tray, instead of the standard of like 12. Its really frustrating when I want a vertical tray for my toggles and I have like 6 open slots cluttering up my U.I.
  4. Quote:
    Originally Posted by Pattern Walker View Post
    tl;dr version: How do I survive my Rad/Dark/Soul blapper until the low 40s? And does my suggested playstyle seem realistic for him once he has a nice suite of mezzes to use?

    I'm not normally much of a blaster player. My only successful blaster is an Elec/Elec/Mace sapper blapper, and I suspect that I was able to get him to 50 only because Mystic Amethyst's really nice (but now dated) guide to Elec/Elec/Elec convinced me that it was possible. I'm also largely a solo player, though I enjoy teaming and I'm willing to team more for this character.

    I have a concept I'm attached to for a new blapper, this time a Rad/Dark/Soul blaster. I have him to 16 so far, but I'm already having anticipatory jitters about the 20s and 30s. ("The dying, all the dying!")

    Here's my thought: Rad/Dark/Soul will provide a really wonderful set of stacking stuns in Cosmic Burst, Dark Pit, and Oppressive Gloom. Cosmic Burst is available at 18, and is a nice attack and mag 3 stun (lieutenants and below). Dark Pit comes much later, at 35, is only mag 2 and has horrible accuracy. However, Rad's -def and Aim will make it much more possible to hit with Dark Pit. Finally, Oppressive Gloom provides a really nice and cheap mag 2 stun, with normal accuracy, but can't be taken until at least 41 if I take Dark Pit at 35.

    I can imagine approaching a spawn, hitting the most dangerous mob with Cosmic Burst, then hitting Aim and Dark Pit, and then run into the middle of the spawn. (Or open with Aim and DP, then Cosmic Burst.) Oppressive Gloom and Death Shroud are running and will start to affect mobs fairly quickly and I'll activate Soul Drain for the damage boost. I'll use Irradiate (PBAoE) and Neutron Bomb (targeted AoE) and my other melee attacks as time permits. Dark Embrace should cut down some of the incoming damage until mezzes can stack. Just stacking Dark Pit and Oppressive Gloom will provide a mag 4 stun.

    This would seem to be a nice, relatively safe PBAoE monster who will be able to take out lots and lots of minions and lieutenants and even the occasional hard target. At high levels. But how do I not get so frustrated that I quit playing him as things start to get harder for blasters in the late 20s and 30s? I think these levels are especially difficult for blappers.

    I'm really open to advice on this. My only requirement is that I eventually want to end up with a blapper. If folks want to recommend trying a ranged playstyle to get me through tough times, I'm willing to try it, even though range doesn't really play to these sets' strengths.
    Firstly, are you going for large amounts of AoE damage, or single target?

    I've played an energy/energy blapper through the 30s-40s and it wasn't tough and won't be for you, as long as you play effectively.

    Since /rad has -defense debuff slot your AoE attacks with Achilles' Heel: Chance for -resistance procs. This gives a 20% chance to deal a 20% resistance debuff to any enemy it hits. In AoE's it will fire off like mad.

    Considering that /dark has extremely hard hitting melee attacks with fast animations I would jump into a group, fire off dark pit, then both of your AoEs and 1-shot the guys that pit missed. In this situation it's also good to have some sort of ranged defense build because hard hitting melee toons like /NRG and /Dark kill guys in melee range just short of instantly, so you'll only be left with ranged attack enemies. This strategy works VERY well with my DP/Fire (minus dark pit)

    Another strategy is, spam your AoEs at a distance and use the single target blasts to kill them + pull the mob closer. Once they're close enough a 1-2 shot from /Dark will wipe them out before they get to do the same to you. Again, this works well with ranged defense. This one works well with my NRG/NRG.

    Both toons can be considered blappers in their own way, considering they both can hold their own very well in melee range.

    As for Dark pit, the acc may be bad at first, but if you six slot it with stupify (I think) you'll get a hefty ranged defense bonuse out of it, and those sets focus on acc + Stun. So both of those will be maxed out
  5. Quote:
    Originally Posted by Desi_Nova View Post
    It's not bad, it's a Cone that doesn't need a target
    really? o_O that's interesting. Is it a wide arc or fairly small? I love ion myself, but this teleport kick just seems thematically outstanding!
  6. I completely believe that it is under-rated. In some situations, like for the strong and pretty badge of a BAF. It can be a pain. But with m first toon being an nrg/nrg blaster I've learned to love KB. It provides intense damage midgitation with great damage to boot.

    People reccomend to skip KB because it "scatters the group and slows everyone down". I say that KB incapacitates enemies and keeps them from getting to the squishes of the team :3

    It's a great thing to have.
  7. Quote:
    Originally Posted by shaggy5 View Post
    Exactly. There is always something that you haven't done for a while.
    That's why i love CoX. It has to be the only game I can never get bored of and aggravated with. If i'm having trouble on a mission with a character, I can make a team. If i'm bored with said mission, I can do one of the new arcs. And with the new tip system I can actively jump between heroes and villians and experience the best of both worlds.

    In the last update I found a post of someone complaining that their main AT didn't get a new power like all the other ATs and it was sad to me because there is so much more to this game than just "new powersets." It's an entire unvierse that has limitless options; unlike playing the same thing over and over again.
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Eh, that's true enough but I would still have a use for Dwarf if only for the auto hit taunt. I could see myself quickly switching over to fire it off, with shortened animation times, on both of my Khelds as long as when I got back to Human my toggles were still up.
    When i made my tri-form build I rarely used dwarf at all. Actually, I only use it for the taunt and solar flare's KD during the AV phase of a Baf strictly for the migitation.

    Keeping the toggles would make me more reluctant to actually pick my toggle powers, rather than grabbing only the heals, LF, and dwarf.
  9. Quote:
    Originally Posted by Crysys View Post
    Ummm...I think I found it.
    ...?
  10. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Yes. Good job.


    You can't banish me, I'm taller than you.
    Nu uh! *uses solar flare in sep's ears*
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    For skipping Kheldian Fridays again, Speedy is hereby banished from the Council. *bangs gavel*
    I made it this time! Happy? lolol


    Quote:
    Originally Posted by TwoHeadedBoy View Post
    k Abe.

    You stole my nickname for Abe! :O You're banished now!
  12. Okay So I was helping my friend with a crab build on mids and I noticed that omega maneuver can take taunt IOs. With that, would the chance for psy damage proc in the taunt sets work if implimented into omega maneuver...since it has a taunt effect on enemies that draws them closer?
  13. Crysys, here's some reasons why your opinion was not welcome here:

    Quote:
    Originally Posted by Crysys View Post
    I played my PB and Warshades to 50 back when they were first introduced many years ago. I played a tri-form PB to mind 40's before deleting it recently. I've respecced my PB since the latest changes and still find it a seriously weak AT relative to just about anything else I can play in the game. That's just my opinion and hey....that's why I posted what I did.
    1. Just because your PB is lacking in playing ability doesn't mean the AT is "seriously weak." It means you're not playing it in the right environment or not using it effectively; any AT can be seriously strong in the right environment. For example; if i played my warshade at +0/x1 missions all the time he would be "seriously weak" but if i pumped it up to +0/x8 he would be nearly unstoppable. It's just a matter of what environment you're playing your AT in. Just because the AT isn't working for you, doesn't mean it's considerably weaker than most ATs.

    Quote:
    Originally Posted by Crysys View Post
    Sorry to hurt your feelings. Its pretty apparent I have for you to think that having an opinion that the Kheldian AT was half-baked upon launch (it was) and remains pretty half-baked even today (it is, in my opinion) somehow diminishes your enjoyment of life.

    That's sad but hey....that's my opinion of you. Nothing more, nothing less.
    2. You made a rather ignorant statement about the Kheld AT & it's lore, considering that you had no support at all. You simply waltzed in and said "this is my opinion and that's that" instead of "Khelds are a half-baked AT because..." If you had taken the second approach, maybe you would have been taken more seriously and not been mocked.

    3. You implied that your opinion "diminishes our enjoyment of life." That was never said by any of us. You implied that because they poked holes in your "half-baked" opinion. If you think the Kheld's are Half baked, maybe you should put some more thought into the things you say before you post that "half-baked" opinion of yours.

    4. You resorted to childish mocking. Maybe you should find a thread for little kids, where that is more appropriate

    ______________________________
    Now that THAT business is out of the way:

    I happened to notice the correlation between council and nictus abilities (galaxys) but i had no idea voids were a council product. You learn something new every day huh?

    Anyways, I'm agreeing with sep here. It would be awesome if they would incorporate Khelds into the Battalion story lines.
  14. I'll refer you to my good friend AIB on his triform warshade.

    http://boards.cityofheroes.com/showthread.php?t=276268

    I've heard about bots/traps MMs being able to solo just about any GM

    Also, same goes for ill/rad controllers.

    And just for kicks and giggles:
    I've also heard a "Kheld" legend about a post detailing a peacebringer who two-shotted hamidon...(this was back during a nova form bug that allowed infinite slots in form powers, along with no enhancement caps)
  15. That is how I play mine actually, although I'm switching to human only for the benefit of prema-light form and also soft capped smashing/lethal defense.

    I'd say the new powers do inspire human only builds, but it brings a tremendous amount of power to tri-formers simply because light form carries over to forms now, and inner light lasts long enough for it to benefit forms.
  16. I know exactly what you mean, I remember taking my shade over to nova for some double patrol XP to skip through the tiny levels and there were voids everywhere...even though they wouldn't know how to fight a Kheld because in preatoria they don't exist.

    As for the Policebringer mission, I can see a void as explainable in that situation because there is the concept of an enemy group hiring a void to kill a Kheld. If a void is part of a mercenary group then they wouldn't have a preference of which kheld to kill.

    If not, just give policebringers a quantum weapon and call it a day. A regular enemy with a quantum gun and a void use the same attacks so there is no reason to avoid swapping out the enemies for back story purposes.

    EDIT: It does make sense for a void to be a grey area enemy who only hunts khelds, which fits in when fighting devouring earth and things like that who don't have quantum enemies. But working with policebringers...c'mon.
  17. Even still THB. That's street cred' in my book. Lore pets or not. And he did it tri-form as well.

    Good Job Abe
  18. Bionut911

    Aiming cones

    When using cones I tend to aim for the enemy at the back of my target area. So i know that all of the enemies in front of him will get nailed. This tactic is really helpful because I can move my character to make the cone optimal. Even if he isn't in an optimal location.

    I tend to use the "shark circle" technique since i'm an NRG/NRG. Yes i know i'm on of THOSE kb happy players. :3
  19. Okay, does anyone else see this new judgment power thats on the beta as another step closer to an epic DP/Martial Arts blaster theme?



    I can't wait to add that to my DP Blaster, with that along with spring attack thematically it will be a blast :3
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    If you're talking about my Warshade, I didn't sacrifice perma anything. He has 45% s/l defense and 166% global recharge. Perma Eclipse with overlap, perma Mire, and 3 fluffies up at a time providing they don't die. I'm not posting my new build but I'll PM it to you if you haven't seen it yet.
    Actually, in my last reply to you, like 2 comments up i thought i said i was sacrificing some perma for + defense in my build, not yours. I should have double checked it before actually posting.

    Oh well, I'd love to see it. Since i'm re-doing this guy I'm going to go over my shade' build again so I can find some inspiration in yours.

    _______________________________________________
    Time to change gears:

    I went through the build I posted above and with the adivce you guys gave me I've come up with this.

    For a summary:
    Hasten: 131s Recharge
    LF: 88s (with hasten)
    S/L defense with toggles: 46%
    AND two purples for Sep & Sinergy

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Human Form Purples: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Glinting Eye -- Achilles-ResDeb%(A), Acc-I(11), Dev'n-Dmg/Rchg(50)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A)
    Level 2: Gleaming Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
    Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 8: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 10: Shining Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 12: Inner Light -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Proton Scatter -- Achilles-ResDeb%(A), Ragnrk-Dmg(43), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(27)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 24: Conserve Energy -- RechRdx-I(A)
    Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40), LkGmblr-Def/EndRdx(40), S'dpty-Def/EndRdx(40)
    Level 30: Tough -- GA-3defTpProc(A)
    Level 32: Photon Seekers -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), LkGmblr-Def/EndRdx(37), S'dpty-Def/EndRdx(37)
    Level 38: Light Form -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RechRdx-I(50)
    Level 41: Restore Essence -- RechRdx-I(A)
    Level 44: White Dwarf -- Winter-ResSlow(A)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Radial Boost
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    ------------
    Level 44: White Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Acc/Rchg(45), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rng(46)
    Level 44: White Dwarf Flare -- Empty(A)
    Level 44: White Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 44: White Dwarf Step -- Empty(A)
    Level 44: White Dwarf Strike -- Empty(A)
    Level 44: White Dwarf Sublimation -- Empty(A)
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 25.06% Defense(Melee)
    • 33.81% Defense(Smashing)
    • 33.81% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 6.63% Defense(Ranged)
    • 6% Defense(AoE)
    • 1.8% Max End
    • 8% Enhancement(Heal)
    • 72.5% Enhancement(RechargeTime)
    • 24% Enhancement(Accuracy)
    • 5% FlySpeed
    • 112.4 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.75%
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 21.45%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 4.95%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 4% (0.07 End/sec) Recovery
    • 36% (1.61 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 15.04% Resistance(Fire)
    • 15.04% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed
  21. Quote:
    Originally Posted by AIB View Post
    Have to keep it short...so here is a quick recommendation.

    Unless you are using Boxing and Kick as part of your attack chain, which I doubt, you should drop one of them and let Brawl be the Kin Combat set mule.

    This will lead you to pick Tough instead. Whether or not you ever use it, Tough can be slotted with one of your 3% Def enhancements (I recommend the Glad 3%).

    This in turn, will free up the 2nd slot you have placed into Incandescense.
    I always seem to forget that brawl exists, genious!
    And the tough thing isnt a bad idea for when i exemp down. That way i can bring up my resistance when i dont have LF to keep me kicking

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    It would make more sense to me if you stopped chasing ranged defense and focused on actually reaching the softcap for s/l... Let me tell you that the difference between that last 10% noticeably increases survivability. I would also much rather have more than 135% global recharge but I guess that's personal preference.

    All in all this build is looking alright. I'm currently at a crossroads with my PB's build and still haven't figured out the best way to get it exactly how I want it, so you're at least ahead of me in that respect if you're happy with what you came up with.

    edit- I'm wondering how you plan to pick up the Gladiator's Armor IO. If you plan to use alignment merits, you should also be able to save up the cash in the meantime for purple sets- It just makes sense that if you're going to make that much of an investment in such a pricey IO that you might as well go all the way.
    I'll have to go for a bit more S/l defense then. I always have a habit of trying to level it all out when it's not a good idea. That's why i post it here first

    I'll have to play around with my build and maybe fit in a purple or two.

    Quote:
    Originally Posted by SinergyX_EU View Post
    Ooooooh i very like this one

    But would you get closer to perma if you would use purples, without dropping your defense?
    Armagedon has 10% recharge, but you loose the defense on the 6set Obliteration.

    I'm still working on my PB, but this seems a very basic for my build, though i have to skip some of the IO's.
    I'll have to take another look at it.
    Thanks! Like i said to THB I sacrificed some of that "perma" for increased defenses. The way I see it, with inspirations dropping like candy, my resistance toggles, and two self heals, going for defense instead of a few more seconds of LF would help my survive more...especially when exempt (that's one of my focus points.) If u noticed I have all of my defense bonuses BEFORE I grab light form.
  22. The other day i was running some missions with THB and he was telling me about his new humanform 'Shade, and it gave me an interesting idea.

    Take a peacebringer, no forms, and try to achieve perma-light form (or extremely close) and get softcapped S/L or Ranged defense and also keeping my musculature and reactive radial, considering they're both tier 3

    I played around with mids for a bit, and without spiritual. I have light form down to 88s recharge, and hasten down to 132s.

    Along with that, using Maneuvers, Combat Jumping, and Weave (plus set bonuses) i was able to get my s/laround 37-40% AND my ranged around 27-30%.

    The best part: No purples

    Here it is: tell me what you guys think

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Speedy Human Form: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Glinting Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
    Level 2: Shining Shield -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45)
    Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Gleaming Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
    Level 10: Radiant Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 12: Inner Light -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Proton Scatter -- Achilles-ResDeb%(A), Posi-Acc/Dmg(33), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), LkGmblr-Def/EndRdx(17), GftotA-Def/EndRdx(19)
    Level 18: Incandescent Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 20: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 24: Conserve Energy -- RechRdx-I(A)
    Level 26: Solar Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Quantum Acceleration -- LkGmblr-Rchg+(A)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(37)
    Level 32: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(36)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(50), LkGmblr-Def/EndRdx(50), GftotA-Def/EndRdx(50)
    Level 38: Photon Seekers -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(40), ExRmnt-+Res(Pets)(46)
    Level 41: Light Form -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(42), ImpArm-ResDam/Rchg(42), RctvArm-ResDam/Rchg(42)
    Level 44: Combat Jumping -- Ksmt-ToHit+(A), DefBuff-I(48)
    Level 47: Restore Essence -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Zephyr-ResKB(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    ------------
    ------------
    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)
    • 18.19% Defense(Melee)
    • 24.75% Defense(Smashing)
    • 24.75% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 15.06% Defense(Energy)
    • 15.06% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.63% Defense(Ranged)
    • 6% Defense(AoE)
    • 65% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 32% Enhancement(Accuracy)
    • 13% FlySpeed
    • 64.25 HP (6%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 20.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 6.9%
    • 20% Perception
    • 6.5% (0.11 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.1% Resistance(Fire)
    • 14.1% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 13% RunSpeed
  23. I had no idea that titan weapons meant something like THAT! I love bleach, so u can already see where my first titan weapon character is heading..
  24. Bionut911

    Nerf Rock

    Best post ever..
    I lol'd
  25. I have an Energy/Energy blaster on the villian side of the game. I focused my build on Ranged defense with average smashing and lethal defense. (defense = I dont get hit as often)

    Here's a thread I made on my energy/energy blaster. The first build that's posted isn't a great one, I have another one posted further down the line that is the build that i'm using currently. Read through some of the comments because these guys have ALOT of good strategies and tips for Energy/Energy

    http://boards.cityofheroes.com/showt...ight=Bionut911