Breog

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  1. Confirmed... Ion is effect by Rage's Dmg buff and Dmg Crash.

    Its Rather amuseing when Im at my Damage cap and hit a group of 54s in trial and watch everything (includeing bosses) Die.. leaveing only the random warwalker who then starts to run away because his entire grup was killed in 1 shot.

    Warwalker running in fear for its life.... priceless.

    Quote from Simpson fits here well
    " Why, Why was I programed to feel pain! " says the robot as it runs from the house on fire.
  2. Quote:

    Level 6 Powers: Provoke and Intimidate
    Level 14 Power: Invoke Panic
    Level 20 Power: An AoE Confuse
    Just a thought pulling out of the air, what if instead of a AoE Confuse, a PBAoE debuff.

    Awe
    Toggle: PBAoE

    Casting Time: 1.32s
    Recharge: 8s
    Endurance: .32
    Range: 10ft
    Max Target:10
    Effect: - 3.75% to hit Debuff for 5.96s
    Effect: - 3.75% Defense Debuff for 5.96s

    The Concept... if your got that much "presence" about you, or Awe. Then it would be hard for people to bring themselves to swing at you (to hit debuff), and would be in Awe of your power, so they would be easyer to hit as well (Defense Debuff).

    A double debuff like this might intice people to go into the presence tree, and considering it takes 2 other power choices to even get here. it would still not make it into all biulds.
  3. Speaking of Force of Nature, it saddens me that I use Demonic Aura/Arch mage more as a Tier 9.

    +50% Def All and +30% Res All (except Psi) for 1 minute with no crash.

    Yes please.

    Over all if Unstoppable/Power Surge were changed up to 1 minute duraction crashless powers they would see a HUGE increase in use. Obviously what they do would need tweeking as well.

    Maybe make those types of Tier9 Also work like a breakfree when activated.
    Trade in some of thier Res bonus for +Regeneration bonus (much more useful over all to both Elec and Inv tankers).

    Power Surge by name to me implies that it shound lean more towards offensive then defence. Were as Unstoppable would lean towards the Defence side.

    So what makes someone unstoppable...

    ..Can't hurt them
    ..Can't stop them
    ..Unrelenting

    Translation...

    Bonus Res
    Debuff resistance (DDR, Slow, Recharge) big Mez Protection
    Bonus Regeneration and Recovery Rate


    So what makes someone Power Surged...

    ..Hits harder/ more Powerful
    ..Increased abilities
    ..Most power surges are represented in comics as having auras ( Deflection? )

    Translation...

    Bonus Damage or add a Damage Proc
    Increased Recharge, Bonus Regeneration and Recovery, Increase Mez Protection
    Defense Boost (Power Field around you)

    This would change both powers, and make them not clones of each other. Furthermore I suggest Dropping the Crash to more mangable levels to make them more useful over all. instead of once in a great moon type powers that kill you at the end.
  4. Quote:
    Originally Posted by Auroxis View Post
    I'm not selling it short, there's a reason both my Tanker and my Brute(current main) are Elec Armor.

    However if Elec starts outperforming Inv in survivability while also having all the other perks(damage aura, end management, recharge), then the devs would be compelled to "take a look at it". So don't sell Inv short.
    Oh I certainly dont sell Inv short. And I total argee, Should Elec be flat out , outpreforming Inv surivability while keeping its toys something would be out of wack.

    The Selling it short comment was directed at others, not you
  5. Yeah, I have Power Surge on my Elec tanker but very rarely use it. Its a Mule slot for the most part for my Gladiator +3 Global Defense.

    2 Place I do use Power Surge here and thier.... Apex Sewers. Mega tons of Toxic which cuts me to ribbons. And once during a BAF trial when I realized I was staying on a x6 patch of Superor Toxic Damage Dot.

    So in both cases it only for Toxic Damage. Unstoppable basicly the similar way to Inv. if your up agest tons of Exotic Damge types it might.. and I stress Might come in handy.

    I certainly wouldn't break my biuld to pick up ether power however. Its a Take it if you have a extra power.... which is really sad for a Tier 9.
  6. Ahh thats what Im missing then. The 374.81 is realy x2.

    374.81 + 730.87 (Enchanced to 95%) = 1105.68 hps

    Now that makes a difference Thanks
  7. Quote:
    Originally Posted by Beef_Cake View Post
    Well, I run a Inv / SS Tank and to be honest, I never found myself in a position to even need Unstop. With soft capped defense to all, and 90% resist to S/L and 35% to elements and energies, Unstop is of no use to me, even with the new Incarnate Trials.

    Even if the devs buffed it, I doubt I'd take it as a power selection, still wouldn't have a use for it. But I'm sur emany others would like the buff, so I say go for it
    But you can make your Elemental Resist 90%!! for 3 minutes then die!
  8. Edit: Statment retracted for incorrect numbers



    To the Above Comment... 70% Res vs 90% Res is a pretty big difference when your talking huge numbers like that But yeah.. it pretty sick how he basicly 1 shots anyone but a Brute/tanker.
  9. Best Secondary for Elec/ ???

    To do what? Thats the real question. A Elec/DM Tanker is going to be a lot harder to kill them a Elec/FM. However the Elec/FM is going to put out more AoE damage.

    So what are you looking for in a secondary?
  10. I dont want this thread to devolve into yet another Elec vs In thread LOL.

    I just wanted to point out, Always asumeing Inv is the King is total wrong.
    And as always (I should sig it)... Don't sell Elec Short.
  11. Its a good question... as a knee jerk reaction Im going to say.

    No way

    The Lts do some pretty nice damage on thier own, the Bosses even more. At T4 if you take the Boss + Lt option they get a damage boost.

    I dont see how a Boss + LT with Damage boost vs Boss + Supp pet (who throws a heal here and thier and 1 weak Def boost) are equal.

    Theme and squisher character types I can certainly see going that root however.


    For me... I just want the 3rd Warworks option... 2 Lts with the Damage boost
  12. How is becoming an Incarnate "Natural" ?


    Seriously... Your being imbue with the power of Gods. Even your Iron Sergeant Theme character thats all physical fit training, is going to suddenly being shooting Fireballs from his eyes, and lighning from his ****.



    PS - I would like to see a few more visual types of Judgement. But at least we can color customizse them to look like other things.
  13. Edit: Retracted due to incorrect numbers
  14. Quote:
    Originally Posted by untoldhero View Post
    Depends on how beast you want to be? My Ela has no travel power (ninja run) thats the cost of softcapping the toon to S/L/E/NE I would trade a dmg debuff for and extra 20mile an hour runs speed. If u slot lightning reflexes, sprint and swift with running ios you ninja run will do u just fine.
    As a fellow Elec Tanker would you mind putting up your biuld? I am curious to see how you did Soft Cap to S/L/E/NE and didn't find issues else where in the biuld.
  15. Even if you buff unstoppable bonuses, it wouldn't address the fact that the crash is suicide and still makes the power for the most part worthless. (unless dealing with the crash is the buff you mean).

    I have always been sadden that Powersurge is nothing more then unstoppable with a new name and a PBAoE Stun tacked onto it. Other thing odd about Powersurge is the lack of Psi Res bonus. Unlike Inv, Elec has biuld in Psik and a solid number... so why wouldn't the T9 also add to this like it does to everythng else (Includeing Toxic).

    Unstoppable was biuld for a time when SOs were the best most could hope for, and your Inv tanker couldn't move with thier Status Protection toggled on.

    Its in a serious need of a update to the current game. And in the same Note, Power Surge should be changd to not just be a clone of Unstoppable.

    The power could very easyly be renamed "Suicide Stance".
  16. Inv not that only one with this problem... Power Surge is basicly a copy of Unstoppable with the same draw backs. When it ends.. your have no end and basicly no Hips, detoggled.

    Personaly would love if they wanted to cut Unstoppable/Power Surge Res bonus in half, but also half the crash. It would be useful then.
  17. Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ninja ONe: Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(25), RedFtn-Def(43)
    Level 6: Assassin's Blade -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(17)
    Level 8: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(25), RedFtn-Def(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(45)
    Level 12: Build Up -- RechRdx-I(A)
    Level 14: Caltrops -- Ragnrk-Knock%(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(40), LkGmblr-Rchg+(43)
    Level 20: Kuji-In Sha -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Mrcl-Heal/EndRdx/Rchg(23)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(39)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 32: Golden Dragonfly -- 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: Blinding Powder -- CoPers-Conf%(A), CoPers-Conf/EndRdx(36), CoPers-Acc/Rchg(36), CoPers-Acc/Conf/Rchg(37), CoPers-Conf/Rchg(37), CoPers-Conf(37)
    Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 41: Physical Perfection -- Mrcl-Heal(A), Mrcl-Rcvry+(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(45)
    Level 44: Shuriken -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 47: Exploding Shuriken -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Placate -- RechRdx-I(A)
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 0: Born In Battle
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48)
    ------------
    Set Bonus Totals:
    • 20% DamageBuff(Smashing)
    • 20% DamageBuff(Lethal)
    • 20% DamageBuff(Fire)
    • 20% DamageBuff(Cold)
    • 20% DamageBuff(Energy)
    • 20% DamageBuff(Negative)
    • 20% DamageBuff(Toxic)
    • 20% DamageBuff(Psionic)
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 11.75% Defense(Energy)
    • 11.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.38% Defense(Melee)
    • 20.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 34% Enhancement(Accuracy)
    • 85% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 162.64 HP (13.51%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 18.7%
    • MezResist(Stun) 4.4%
    • 9% (0.15 End/sec) Recovery
    • 34% (1.709 HP/sec) Regeneration
    • 4.095% Resistance(Fire)
    • 4.095% Resistance(Cold)
    • 10% RunSpeed



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  18. I can't fault your logic, but at the same time I can't argee with it ether

    Push come to shove, A soft-capped S/L with 32.5% En/Neg will be harder to kill then a S/L/En/Neg 32.5%.

    I'm really not a fan of the "just pop a small purple" camp. Because I have been in Missions/TFs/Trials etc were I dont have a small purple to pop. Or even if I do have a small purple to pop, the only reason Im still standing is because I have 45% S/L that the small purple then pushes up to 57.5% (Apex, Tin mage anyone?)

    I like doubleing and tripleing up on mitigation. Others mileage will very
  19. Quote:
    Originally Posted by Arbegla View Post
    Anything you find enjoyable is the best thing to bring, outside of that, elec armor is probably the best for BAF, where as invuln is probably the best for lambda. Baf is all warworks, which is mainly energy damage, where lambda goes for other damage types (still heavy on the energy, but it does lots of smashing and lethal too)

    Still play what you want though.

    Depends My Elec tanker is Soft-Capped to S/L and 89.2% S/L res.
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    The turrets were dealing that to CMA and roughly the same to other teammates so I assumed it to be unresistable. Granted my energy resist isn't huge as Invuln but the numbers above the blaster were the same as I was getting nailed by. By the way, we ARE both talking about the turrets in the BAF right? The Lambda turrets aren't any problem... and we kill them anyway.
    CMA??

    Yeah BAF, 2 tics of 15 damage (not sure if thats a single turret or 2 hitting me) vs my Elec Tanker. Ran 2 Back to back BAF yesterday and saw the same numbers each time I did it. Thats why I wondered if prehaps thier just really big Energy Damage hits. Inv only pack High 25-30ish Energy Resistance vs Elec 90.

    Today if I get a chance to run a few more BAFs I'll pay more attention to combat window and see what exzactly its shooting (unresistable or Energy, and the Numbers).
  21. Quote:
    Originally Posted by Vanden View Post
    15% damage bonus is negligible. It would be worthwhile if you had it all the time, but you only get it for roughly half of every five minutes out of every fifteen. (Again, because half the time the Seeker will Fort your Diviner/Augur.)
    .

    I think you missed the part were I mention its never casted Fortitude on the other pet. (For Me at least).

    I may end up making the warworks one anyways, but it certainly has nothing to do with the seers fortitude.
  22. Quote:
    Originally Posted by Auroxis View Post
    Elec/SS is amazing, I'd bet that at least one of these is true:

    -Your build isn't complete/you didn't plan it out that well
    -You were on a bad team/didn't do the trials in a proper way
    -You don't have your level shifts
    What he said I've been Running these with my Elec/SS/Mu Tanker.

    I won't lie first couple of Lamda runs were faceplant cities as we learned what we needed to do, and most importantly stop from getting swarmed. Since the Trials appear to have no Aggro cap per say.

    I am now sitting with the Full level shifts (Alpha, Lore, and Destiny) and its bash city for me. Yellow and Oranges now instead of purples. makes a HUGE differnce.

    Definitely Need High Def, your resistance are prefect for this. One thing to look out for... ACUs have a Target Location Superior Toxic Dot. So this nasty attack really doesn't care much about Def as a Target Location has massive Acc already. Toxic is a Massive hole in Elec, and this ones a Superior level dot. Add to this the -reg these guys chuck around. If your not mindful of were your standing you can suddenly see your hp bar go rapidly nito read dispite having 70+ DEF and your big Res numbers.

    On the Lamda Trial swarms of -res, -rec, -end can really put the hurt on you. Even as a Elec tanker when I see 10 stacks of Drain Psyche on me... my End bar goes south.
  23. Bah just save up Hero Merits in your spare time and buy the Gladiator +3%.
  24. Spines/FA Melts things with the double Damage Aura and the Fire dot.

    That said its pretty nice with Damage Aura to take the To Hide Debuff, if you want some surviability boost.

    Edit: For post above...

    Currently it seems to have a chance per Tic, not the 10 sec. This may be fixed in the furture (Im asuming it will be)
  25. Quote:
    Originally Posted by Oedipus_Tex View Post
    What I'm stuggling to understand is why the system works like this at all, actually. What is the purpose of "exotically named" salvage except to make me puzzle over the screen, when it all had to do was be "small, medium, large, and huge 'orbs'" or something? Not hating on the whole system, but spending 15 minutes trying to figure out which special piece I need to slot where seems like a waste. Unless later they plan to let us sell and auction this stuff or something, which would appear to go against the whole point.

    Totaly Argee.... I hate having to take a few minutes at the end to make sure Im picking something I might use/will use etc. Since the rewards are not TF specific like the Alpha ones, thiers no reason not to have used a simipler system Like say...Incarnate Salvage Common, Uncommon, Rare, Very Rare Or something similiar. Makes it an instandly recongizeable drop.

    aka... Oh I need 3 Uncommons and a Rare.
    List pops up and has.... Uncommon Incarnate Salvage, Super Inspirations, Reward Merits.

    Pick the one you need and move on. Could remove 3/4 of the named salvage we have now doing this.