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Posts
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Joined
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That's an awesome shortcut that I hadn't heard of before. Agreed with Memphis_Bill, though, the video could use some work.
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All the attacks are worth taking while you're leveling. At high levels, though, once you've got some recharge slotted, you can drop one or two attacks to focus on just the combo(s) you use most often.
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Quote:Have you tried slotting Tornado with the new Knockback-to-Knockdown conversion IO from the summer event? (Overwhelming Force is the name of the set.) It turns Tornado into a solid control+damage power that actually does NOT send enemies all over the room. Instead, it will sit on a target, hitting it and anything else in a small radius, until it switches targets, which it doesn't do all that often.I am actually thinking about dropping Tornado for the 1st time ever in favour of Water Jet. I'm finding that once Hasten winks out for the 15-20 secs or so that it does, my ST/AOE attack chain kinda falters. I also mainly use F5 against AV's/EB's and a "gtfoom" me panic button. Which, unless I'm running an arc solo that has an AV/EB, I don't use it. On teams I rarely ever use it and when I do I usually have 1 or 2 escape excuses ready in case the team wants to confuse each other and come after me (how they would do that I dunno...).
It's actually so good, the devs have already announced a nerf: Tornado, Bonfire, and anything similar that does repetitive, quick knockback will convert to a 40% chance of knockdown with this proc. It's still going to be amazing, though. -
Nope, can't be done, and probably never will be done. I don't know of any MMO in existence that allows this.
The main reason why not is probably because it would make it easier to buy and sell characters, power leveling, etc. with real-world money. -
The Carnival of Light/War/Vengeance masks work with hair. But I think they might be female only, and obviously are a very different style.
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I think it's worth noting that Cold has 3 powers that are purely ally buffs, and thus of almost no use while soloing. 2 of those, the defensive ice shields, are really good team buffs of the fire-and-forget type, though.
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Thanks for all the info, folks. I'll probably put it in Aqua Bolt for now - soloing bosses is where I need the most help anyway.
I am wondering, though, how it may be affected by the upcoming "All procs become proc-per-minute" changes. -
Remember you get 400 points *each month*, so you can save up if you want.
I think the Super Packs are actually a pretty cool deal, especially if you can afford to by the bundles that give you a better price per-pack. Each one gives you 5 random items, such as reward merits, ATO enhancements, XP boosters, special Inspirations, and pieces from the Elemental Order costume set. You can easily end up with stuff that totals a point value well beyond what you put in. There's also a Super Pack #2 coming Soon (TM). -
Really, it's a question of "Do you want to play a blaster? Or do you want to play something with support powers?"
Blaster is just too different from Corr/Def to directly compare, in my opinion.
If you decide against Blaster, then the standard Corr/Def arguments come into play. Neither gets any special amazing benefit from Water Blast, so just choose between better damage output or better support powers. That's it. -
There aren't really any "bad" powers in Water Blast that I'd advise anyone to automatically skip. While you're leveling, pretty much all of them will be useful.
That said, if you're talking about a respec at higher levels, when you've already got plenty of powers and recharge, you might skip either one of the weaker single-target blasts (Aqua Bolt / Hydro Blast), or the Steam Spray cone.
My advice is to try ALL the powers as you level, and use the Second Build feature or a respect once you've identified one or two you don't care for.
As for slotting, standard damage slotting (1 Acc, 3 Dam, 1 End, 1 Rech) works for all the attacks except Dehydrate, which should be slotted for a mix of Acc, Dam, and Heal. Tidal Forces needs Recharge slots, also. When you get around to IO sets, standard damage sets for either Defense or Recharge bonuses are recommended. Frakenslot Dehydrate with Damage and Accurate Heal sets. Water Blast doesn't have enough long-recharging powers to demand tons of +Recharge bonuses, so your secondary will probably define a lot of your slotting goals. -
http://paragonwiki.com/wiki/Achilles...istance_Debuff
I'm looking to put an Achilles Heel: Chance for -Resist proc in my Storm/Water build. So far, I see five powers that can take it:
* Storm: Freezing Rain (AoE)
* Water: Whirlpool (AoE, usually used right after FR)
* Water: Aqua Bolt (ST)
* Water: Dehydrate (ST)
* Water: Steam Spray (Cone)
So, which of this powers would you slot the -Res proc in? More than one? All of them?
Also, does the proc stack with itself?
This is a mixed teaming/solo build. -
Quote:Dehydrate should be slotted for Acc, Damage, AND Heal if you can afford the slots.Is Dehydrate worth slotting for heals? I am guessing damage makes more sense - and does it heal more if you are a defender? etc.
It actually heals less on Defenders than Corruptors, because it's relative to your max HP, and Corruptors have higher max HP. The difference is pretty small, though. -
Totally torn between a Water/Storm Corruptor and a Storm/Water Defender.
I expect I'll be happier when soloing on the Corruptor, thanks to the better damage scale.
On the other hand, I already have a level 50 Corruptor (Fire/Cold), and Defender would have better numbers for team support, defense buffs (Manuevers+Steamy Mist), etc.
Strangely enough, Dehydrate actually heals for more on a Corruptor than on a Defender. Not sure why that is. -
Water Blast may not keep up with Snipe-sets single-target DPS, but it has some advantages that should keep it popular for a while.
Water Blast features:
* A more complex set mechanic than most blast sets
* A self-heal and other good bits of mitigation
* Four AoE attacks (TAoE, Cone, Patch, and crashless nuke) for high-tier AoE DPS
* A crashless nuke (compare the popularity of Full Auto and Rain of Arrows)
* Fancy graphics -
I don't remember exactly who, but someone did an Arcanaville-style analysis of Scourge once and came up with similar numbers to yours. I recall that they found a rough way to account for overkill, and concluded that Scourge sort of scales in value relative to the max HP of your target. So, against an AV, you really are getting the full value of Scourge on 20.5% of your attacks, or very close to it, but against a minion, it's substantially less.
Of course, lower ranked enemies tend to get overkilled anyway, even without Scourge.
Defiance is harder to calculate, especially since it can vary so much across different powersets, but I believe a dev or someone like Arcanaville once stated there was a rough percentage boost Defiance is "supposed" to get you, on an average build and average playstyle. Someone with better search-fu than I will have to find that information, though. -
Have you taken a look at Warshades yet? They don't have a lot of melee attacks directly, but their Dwarf form is pure melee (basically a pseudo-Tanker), and they have a lot of PBAoE effects, so they play well at short range. They can Immobilize, Hold, Disorient, Knockback, and debuff enemy's recharge and movement speed. Plus, they can use Dwarf form to draw aggro away from allies, which to me is still an important form of support.
Best warshade guide ever: http://dechskaison.blogspot.com/2011...-warshade.html -
Playing an Elec/Elec stalker right now and loving it, but I wanted to start planning my late-game build, and for that I need to pick an Epic/Patron pool. From what I've read, the various powers worth noticing include...
* Fireball and Ball Lightning, for AoE damage
* Superior Conditioning and Physical Perfection, if you have Endurance problems
* Shadow Meld, as a panic button
* Some people like the Snipe powers
I've also heard mention of Water Spout, I think? Is that any good?
Are there any other Epic/Patron powers for Stalkers that are really worth taking and investing in? -
Nope, Hide still makes you all transparent-ish and hard to see. Honestly, though, unless I'm playing solo, I can't hardly see my costume on ANY of my characters, thanks to armors, buff auras, blasts, flames, lightning, and so on and so forth. If I want to actually SEE people, I look at them before/after missions, or while standing around under Atlas, in a SG base, or in Pocket D.
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First and most important question: Did you have Form of the Body turned on?
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Would still like some input on this if anyone has the time and interest. BUMP.
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Also, if you go to paragonwiki and type an acronym in the search box, it will often redirect to whatever that acronym stands for.
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Huzzah! I finally have a use for the dozens of astrals I rack up and never use on my Incarnate characters.
How many do you get for a Hero Merit anyway? Astrals, and to a lesser degree, Emps, feel a LOT easier to rack up converters with if you're already 50. -
I have to laugh, and then I have to ask: How are you making 1 bil on 6 converters? I can get 200 or 300 million on converting a PvP proc, but that usually costs me at least 5 to 10 converters...
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I'd love to get some feedback on the Willpower/Street Justice tank I'm working on. This build is intended for tanking any and all I-Trials.
Major Goals I've accomplished:
-High Defense to all damage types except Psi (moderate Psi def is Ok, since I've got Psi resist to back it up)
-High Smash/Lethal resistance
-High max HP and Regen rate
-Enough recovery to run lots of toggles, including Darkest Night
Incarnate Abilities planned (not turned on in the build):
-Vigor Alpha (woo Max HP and Regen, plus shores up Acc and End slotting)
-Paralytic Interface (Damage debuffing, along with Darkest Night)
-Lore/Destiny/Judgement still undecided (but probably Barrier or Clarion at least for supporting the league)
Other thoughts and concerns:
-Left out the ForceFeedback +Rech proc, as neither Willpower nor Street Justice is very Recharge hungry
-Left out Kismet +Acc proc, I'm hoping Vigor's +Acc will make me accurate enough
-Not sure if Sweeping Cross is really needed, but it's getting me good set bonuses
-Skipped Heavy Blow - only 3 combo building attacks are really needed, right?
-Hover is for added Defense and for air-tanking certain AVs to abuse their cones
-This is a "no purples" build except for the Glad 3%, which I already got by abusing converters. Is there any significant way adding any purple sets could improve this?
-Initial Strike and Rib Cracker feel a bit underslotted, but this isn't a DPS build, so...
-Two Performance Shifter procs - worth it?
-I wanted Dark Obliteration, but ended up putting Maneuvers instead for MOAR DEFENSE - am I missing out significantly by not having a nice big AoE attack?
-I will probably throw on some Enhancement Boosters to a few of the IOs here and there to help with underslotted powers. Any suggestions on specific places to do that for the best bang/buck ratio?
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Street Justice
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance- (A) Steadfast Protection - Resistance/+Def 3%
- (7) Resist Damage IO
- (11) Numina's Convalescence - Heal
- (34) Numina's Convalescence - Heal/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (9) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (23) Eradication - Accuracy/Damage/Recharge
- (23) Eradication - Damage
- (25) Scirocco's Dervish - Damage/Recharge
- (25) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (15) Numina's Convalescence - Heal/Recharge
- (A) Mocking Beratement - Taunt
- (21) Mocking Beratement - Taunt/Recharge
- (31) Mocking Beratement - Taunt/Recharge/Range
- (37) Mocking Beratement - Accuracy/Recharge
- (43) Mocking Beratement - Taunt/Range
- (46) Mocking Beratement - Recharge
- (A) Performance Shifter - EndMod
- (13) Performance Shifter - Chance for +End
- (13) Performance Shifter - EndMod/Recharge
- (A) Healing IO
- (40) Healing IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Defense/Endurance/Recharge
- (21) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Recharge
- (A) Accuracy IO
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (27) Gladiator's Armor - Resistance
- (27) Resist Damage IO
- (A) Might of the Tanker - Accuracy/Damage
- (31) Might of the Tanker - Damage/Recharge
- (33) Might of the Tanker - Accuracy/Damage/Recharge
- (33) Might of the Tanker - Damage/Endurance/Recharge
- (33) Might of the Tanker - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (36) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (37) Might of the Tanker - Recharge/Chance for +Res(All)
- (40) Achilles' Heel - Chance for Res Debuff
- (A) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (40) Crushing Impact - Accuracy/Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Recharge
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Vigor Core Paragon
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Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (5) Numina's Convalescence - +Regeneration/+Recovery
- (5) Numina's Convalescence - Heal
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod/Recharge
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 17.88% Defense(Melee)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 15.38% Defense(Energy)
- 15.38% Defense(Negative)
- 6% Defense(Psionic)
- 14.44% Defense(Ranged)
- 10.06% Defense(AoE)
- 3.6% Max End
- 34% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 19% FlySpeed
- 379.5 HP (20.25%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- 9.5% (0.16 End/sec) Recovery
- 76% (5.93 HP/sec) Regeneration
- 1.89% Resistance(Toxic)
- 1.89% Resistance(Psionic)
- 19% RunSpeed
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Gather Shadows is a self-buff, not a melee range power. Are you confusing it with something else?
Quote:You have to bounce back and forth like a psychotic ping pong ball to get the most use out of the powers (not really an issue for the controller). If you miss lining up during any of those bounces you waste the power(s) and you are all ready only half as effective because of all the time you waste bouncing back and forth.
Its also the one primary that you can't solve that with perma and skipping the powers that don't fit in one category or the other.
I really do think people overestimate the effect of stun-wander. It doesn't bother me most of the time, especially in indoor maps where walls and such keep the enemies in a generally contained area. Outside, yeah, sometimes a couple wander outside my AoEs, but it really doesn't cost me much effort to chase them down later, let my pets or teammates get them, or just wait for them to come back to me once the stun has worn off (while I continue to wail on whatever's closest).