BlackBellatrix

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  1. You must be on the ground to START the toggle. Once you've got it going, feel free to take off.
  2. Pretty much what the title says.

    I was wondering what the best slotting for Damage/Stun would be? Can sacrifice in EndRdx due to Transference.
  3. BlackBellatrix

    The Challenge...

    [ QUOTE ]
    [ QUOTE ]
    The experience from two of my friends has been that World of Confusion does not seem to work much, if ever. I haven't messed with it myself.

    [/ QUOTE ]

    It procs too slowly, is too unlikely to confuse, and doesn't last long enough. It's less a mez aura and more a minor damage aura.

    [/ QUOTE ]

    I remember hearing that Contagious Confusion proc helps it out a lot.
  4. BlackBellatrix

    The Challenge...

    [ QUOTE ]
    1/20 from an even-con minion.
    1.5/20 from an even-con AV.

    [/ QUOTE ]

    That's fair to point out. I knew this but, just incase the OP wasn't too familiar with game mechanics, I wanted to try and point out the significance of it.

    Anyway, it means to the OP that compared to 30% Positional defense, against S/L opponents, he'll be hit far far less and only take a fraction of the damage. And I didn't sacrifice Melee or Ranged Defense, only AoE.
  5. BlackBellatrix

    The Challenge...

    I'm going to say up front, that this does not meet the AoE defense mentioned in your challenge. So, if that disqualifies me, so be it. I love trying builds out in Mids. Anyway, this build took me about 20 minutes and I could make it better in time but what I've got here is:

    From the challenge:

    -All the powers you requested.
    -30.7 Melee and Ranged Defense (AoE is only 19.4)
    -87.5 Global Recharge before Hasten

    However, since you mentioned farming, I've tweaked the build to be very efficient for custom AE Boss farms and Battle Maiden. This is what it sacrificed the AoE Defense for:

    -45.6 S/L Defense. That means you're softcapped to S/L. Only 1/20 S/L attacks will land.
    -Drain Psyche, with just 5 targets, will give you 50 HP/S, enough to take you from 1-100% in just 30 seconds, and with 8 targets hit by Drain Psyche, you could drop an Inferno and still be able to recover Endurance. Drain Psyche will only have an approximate downtime of 4 seconds which would probably be spent mopping up the spawn or traveling between spawns. Therefore, you'd have no need for Hasten, whatsoever.
    -With Hoarfrost, you have a self heal that can be used for emergencies and can also cap your HP most of the time if you're too lazy to get Accolades.
    -WoC will also allow you to mitigate some damage as well, since it's slotted with the contagious confusion proc.

    ((Note: The empty slot assumes a PvP +3% IO.))

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Acc-I(A)
    Level 1: Subdual -- Acc-I(A)
    Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(5), Ragnrk-Knock%(9)
    Level 4: Mind Probe -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(45)
    Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(7), Zephyr-Travel/EndRdx(7)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rng(19), Posi-Dam%(25)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(17)
    Level 16: Concentration -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 20: Drain Psyche -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Rchg(21), Mrcl-Heal/Rchg(23), Mrcl-Heal(23), P'Shift-EndMod(25)
    Level 22: Blaze -- Apoc-Acc/Rchg(A), Apoc-Dmg(36), Apoc-Acc/Dmg/Rchg(43), Apoc-Dam%(46), Apoc-Dmg/EndRdx(46)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), Empty(34)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
    Level 41: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 44: Flash Freeze -- Sleep-I(A)
    Level 47: Hoarfrost -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(48), RgnTis-Heal/Rchg(48), RgnTis-Heal/EndRdx/Rchg(48), RgnTis-Regen+(50)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



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  6. Spines/Fire on an all Fire damage boss farm.
  7. [ QUOTE ]
    Do not sell this IO short, it is HANDS DOWN the best single IO investment a Dark Armor anything can make. If you can only afford one IO in your entire build, it should be this one. It really is THAT good.

    [/ QUOTE ]

    Yes! Thank you. That was exactly my point. It may take 30-50 million and some time but it has an even bigger impact than the -KB IO on gameplay.

    And Reyne, there are merits for getting the proc. I think if you run the first three blue-side taskforces, you would have the merits required.
  8. [ QUOTE ]
    At only a 20% chance for +10% End it's not worth it, there is better, cheaper bang for the buck to be had,

    Five Doctored wounds and the Armageddon proc for example

    [/ QUOTE ]

    Except that doesn't offer any accuracy and Dark Regen requires a tohit check.
  9. I'd say the two big ones are Stone Melee and Super Strength.

    Super Strength gives you Foot Stomp which provides helpful knockdown which gives WP time to do it's thing as well as WP is less affected by Rage crashes. The extra recovery from Quick Recovery also helps Super Strengths endurance hungriness.

    Stone Melee has some excellent mitigation as well as some heavy hitting single targets, making the already survivable WP become VERY survivable. And again, Quick Recovery helps with the naturally high endurance usage of the set.
  10. [ QUOTE ]
    Hrm. I've always used common level 50 IO enhancements thus far. I take it that's no good for SD nor SR?

    [/ QUOTE ]

    Under this criteria you'll end up with:

    WP - A toon that will have little trouble running on Relentless and will be a solid brute in most teaming situations, able to spam attacks and such without too much regard for endurance.

    Shield - A toon that can't take as much beating as most other Brutes, will do slightly more damage than the WP one but will suck End like nobodies business, especially if you add Tough and Weave.

    Note: This is with the only level 50 Common IOs scenario.
  11. Willpower also has the weakest taunt aura of the sets, if I recall correctly.
  12. As far as endurance concerns with /DA, it can't be said enough: Get the Theft of Essense: Chance for +End Proc for Dark Regen. It turns Dark into a really end hungry set to a set that is middle of the road in end usage. It also turns the heal from an "emergency, use it only if you have to and have blues to pop so you don't detoggle" to "have fun using it anytime you're at less than half and surrounded".

    As far as the powerset combo... You're looking at two damage toggles, a choice of two toggles that essential remove all minion melee combatants from the fight, and decent resists and defense to boot. Plus, Spines brings a recharge debuff to the table too, bringing some added mitigation there. I would look at taking Tough and Weave if possible.
  13. This is a theoretical exercise. I am wondering, if cost was little object in designing builds, what would make the best hero and villainside farming duo. For this exercise, let's look at Boss only MA farms.

    I'm thinking heroside, it'd be something along the lines of:

    Fire/Fire/Force Blaster + Emp/Dark/Power Defender. With some global recharge on the Emp/ you'd be looking at +100% Recharge, soft capped defense, +60% to hit, capped recovery and regen. They'd use their TT to immob the mobs once they get clumped on the blaster. The blaster would be running Hot Feet, Blazing Aura and dropping Burn patches, nuking without worrying about a crash, and throwing all the AoE goodness a Fire/Fire has access to. With Tough/Temp Invul, and the soft capped defense from the Emp, the blaster would tank S/L bosses without a sweat.

    I'm not sure what would work the best villain side. I'd probably have to say the old standby of SS/FA and Fire/Kin would probably win the day, but with the Dom buffs on the horizon, that might not be true for long.
  14. My girlfriend has started a character to play with me, a Fire/MM. She's somewhat inexperienced with the game, as in she has played one other duo with me a couple years ago up to 32.

    My thought was that the endurance discount of Vigilance combined with RA up about 1/3-1/4 of the time, I would be able to do decent without Stamina. I know once I IO out, I'll be able to rotate Conserve Power and RA to keep my Stamina near limitless.

    Will this work?
  15. Kinetics? You sap the strength of others and use it for your own...
  16. One thing I haven't seen mentioned is the fact that Foot Stomp has an absolutely huge 20' radius.
  17. Brawl was not 5-slotted. Boxing was and works fairly well as a nice fury builder. It was slotted for a fairly cheap 10% Recharge with the Stun purple set. I'm sure I could have used Crushing Impact in it instead but meh. I still use Boxing in my fury building chain. I don't think there's anything in that build that I don't use, except maybe Grant Cover when not facing Defense Debuffers.

    As far as Regen/HP, I think the amounts I have (140% HP and ~200% Regen) are serviceable in combination with almost 40% S/L Resistance, soft cap defense, and almost everything within 20 feet being on its rear end every 6 seconds.
  18. What budget are you working with? Obviously fairly decent. If you look in the SS/FA or SS/SD post on this page, you'll see I posted my dream build for my SS/SD.

    In my build, I also think I'll probably drop out the third slot in Super Jump for the Panacea unique.
  19. Sure thing. I am considering swapping out Haymaker or Punch's Touch of Death for a Crushing Impact set for the recharge. The empty spot in Tough is for the PvP +3% Def. I am pretty sure with that extra 3%, I'd still be soft-capped to melee without the ToD. I also have pretty decent DDR with double stacked Active Defense.

    I am, however, thinking about taking out the third slot in SJ and putting that in Health for a Panacea proc. It'll bring me right to 45% AoE defense, but I think it's worth it, especially considering AoE isn't as important as Ranged/Melee or having Endurance.

    ((I understand that Phalanx Fighting is giving me the bonus for one extra person. The missing 3% more than makes up for that difference though.))

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(7)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(9), HO:Cyto(15)
    Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(9), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(50)
    Level 4: Haymaker -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg(13), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(46)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), LkGmblr-Rchg+(43), Zephyr-ResKB(46)
    Level 8: Swift -- Run-I(A)
    Level 10: Knockout Blow -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Dmg/Rchg(21), Hectmb-Dmg(21)
    Level 12: Active Defense -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 18: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(40)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33)
    Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(40), Aegis-ResDam(40), Aegis-ResDam/Rchg(43)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 26: Against All Odds -- EndRdx-I(A)
    Level 28: Boxing -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(31), Amaze-EndRdx/Stun(31), Amaze-Stun/Rchg(31), Amaze-Acc/Rchg(48)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(34), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Acc/Dmg/Rchg(36)
    Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(37), Oblit-Dmg(39)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Empty(39), Aegis-ResDam/EndRdx/Rchg(46)
    Level 41: Mu Lightning -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Hectmb-Dam%(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



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  20. I'll preface this with saying that I like farming. A lot. Something about being surrounded by big groups of Lts or Bosses and just methodically wiping them out is awesome to me. With that being said, I've already got an Elec/WP Brute and a Claws/DA Scrapper that seem to do pretty decently at that niche. Well, and a Fire/Kin too, but I prefer my melee.

    The two sets I'm most interested in are DM, FM and DB. I know DM isn't exactly an AoE set but I like the idea of maybe looking into AV soloing and, while it's not FoTM DM/SD, I think a S/L capped DM/Inv would be a good pick for that. Plus, Shadow Maul would help me take those groups out at a somewhat decent pace. And having a heal in Siphon Life is a great addition to /Inv. DB, I like the idea of a Sweeping Strike/Sweep Combo AoE chain (I believe) and Nihili has been an inspiration for this combo. FM is a set I haven't played at all and looks pretty good, I'm just wondering about the lack of mitigation and if the extra damage is enough to carry the powerset.

    So, I'd like opinions. Farming, general play and AV soloing will all be considerations and I honestly can't say at this point which consideration counts for the most right now.
  21. DM/FA is actually a really fun combo with two End Recovery powers, two Build Ups, two Heals and an actually decent Res. If you confine your farming to Fire heavy enemies, it'd make a pretty decent farmer. Might be a bit squishy but will definitely have the damage, especially once built for a good amount of +recharge.
  22. Well, I still notice a difference with AAO. Granted, I'm only 24, but I can finally jump into a mob with 0 fury and not feel like I'm just wasting endurance. 1-Shotting Lts with KO Blow is a lot of fun too. Of course, this is anecdotal rather than analytical so I will have to defer to your expertise if you've run the numbers on AAOs effect.
  23. BlackBellatrix

    EM/ and /DA

    I'd love EM/DA on a Scrapper. I think on a Brute it is pretty good but it doesn't shine compared to a lot of the other options available. As far as Stuns go, though very much more endurance intensive, SM/DA makes a very effective combo.
  24. Looking at both builds and numbers, they are pretty close in my opinion. I like my SS/Shield and the build I'm aiming for will be ridiculously powerful. Also ridiculously expensive, coming in at around 2-3 billion. But, with SS/Shield, you can soft-cap and have 1 second off perma-hasten and have more than decent AoE capability with a AAO fueled Shield Charge, Foot Stomp, Ball Lightning. Foot Stomp recharging everyone 6 seconds.

    /Fire is good too but I think /Shield looks pretty spectacular as well.
  25. I know a lot of people love the Force Field primary. I think it is a good set too. However, with Cold Domination coming to Defenders, I don't think it shines nearly as much as it used to.

    It seems to me as if it just doesn't quite bring as much to the plate as other defender primaries. Now, don't misunderstand, I'm not saying FF sucks. But just because something isn't broken doesn't mean it can't be improved.

    What I mean is that Cold brings similar defense values to the table but ups the mitigation with some knockdown with Sleet, -recharge with Snow Storm, stealth and resistances with ...I forget the name, and finally max HP with Frostworks. It also brings great offensive tools in its two single target debuffs and the -30% Res each from Sleet and Heat Loss. You look at other defender primaries and they can all bring similar, though sometimes not quite as spectacular, defensive ability but really trump FFs offensive capabilities.

    So, I'm writing up a proposal on how to bring some small tweaks to FF to bring it more in line with the other Defender primaries. In my opinion, there are two ways to do this. Either make it the undisputed champion for bringing mitigation to the table or up its offensive capabilities.

    A couple things I've brainstormed so far are:

    Adding a small amount of +Res to the bubbles, including the big one. Something along the lines of 5 - 7.5 unslotted, per. At 5 unslotted, with all three bubbles protecting and slotted for Resistance, you'd get ~22 Resist all. Not bad. Also adding +10%Damage would go a long way to upping the sets offensive capabilities. However, this just focuses on the bubbles which most FFers already use.
    I was thinking that Force Bolt could benefit, without being overpowered, from a fairly long duration, Mag 1 Stun being assoicated with the power. It makes sense that getting knocked around a bunch would eventually cause you to be disoriented.
    I was thinking that Repulsion Bomb (is that the name? Sorry, no mids on this computer) could also use a damage buff. I don't think it'd be overpowering at all to make it into a very decent AoE attack.
    I was also toying around with the idea of suggesting some -Def and maybe -Res for those repelled back by the Force Bubble.

    Anyway, I'd love to hear some input on what everyone else thinks would improve FF without bringing it into the realm of overpowered. (Well, at least compared to other defender primaries.)