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Posts
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Joined
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Tried to stick close to how you had your build (was assuming you knew what you wanted) but made a few changes. Lost a hair of def, gained some recharge. My build also has 1 slot left over to place whereever you like since I couldn't see where it'd make a big deal. Pets should have much better end management, though I'd imagine cardiac will still help a bit. Also got a bit of accuracy in envenom while preserving your set bonuses, but I agree that it could likely use a little more.
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Not the best at coming up with specialtiy builds, but a big hole I see if that your demon prince simply won't work. He chews threw end like mad and you have 0 end reduction in him. Even if you were to go cardiac core (which I'd recomend anyway) he'd still be going dry after a long fight with no end reduction otherwise. Also, pretty sure that the chance for healing is mostly wasted on him. I'd drop that for an add/dam/end, and switch the pure damage for a dam/end. I'd switch chance for +2 hold for either an end/movement HO or maybe dam/mez.
And alkaloid, I'd go heal/end IO or HO.
Re-read post, and noticed you said this is your first MM, so something you may not realise, set bonuses don't apply to pets. They benifit from the def/resist pet procs, but all the def from set bonuses, +hp, +accuracy, and +damage don't work on your pets, only you. Anyway, just thought I should point that out incase you were unaware, and I'll likely have more insights when I'm more awake, that is if another poster doesn't beat me to it. -
CoH/CoV and Going Rogue are all the same gameso to speak. While you have to purchase Going Rogue seperatly (Or just pay a little extra for all 3), there are numerus locations where a player from one area can interact with players from another, and any player with access to Going Rogue can not only make a hero, villian, or praetorian, but can freely switch between them. Players without Going Rogue can't switch alignments, but can create both heros and villians (It's been years since someone had to purchase both CoH and CoV seperatly.).
For more detailed descriptions, try Paragon Wiki and for builds, try the AT forums. -
Quote:In response to bolded part. The 120 second global IOs were recently changed. They used to work for as long as the toggle was active, and for 120 seconds after it was detoggled, with retoggles refreshing. Now they'll last as long as the toggle is up, but drop as soon as the toggle drops. If put into click power they'll last for 120 seconds after each click (with repeated clicks refreshing rather than stacking) and last forever if in an auto power.This will all probably sound stupid to you all but since I started playing again a few things I don't know about enhancement sloting has been bugging me.
These damage proc enhancements you're talking about in putting in trops, is the damage effected by the level of the enhancement or the character level and are they effected by damage enhancements in the same ability?
And since I'm already bugging you with questions... I've see a couple of builds on here putting enchancements like kismet +6% acc for 120 secs into toggle abilitys, wouldn't you only get the bonus for 120 secs after turning the toggle on or does the duration refresh itself when it's in an active toggle?
Thanks for any help.
Looked and may as well respond to this as well.
Quote:I'm just struggling for the right build myself. Never chose the caltrops because of how it messes with AI and I hate chasing my targets. That being said, before I enter a group I'll throw Blinding Powder and coupled with Duplicity it can work out nicely as a good temp distraction. It's a bit of a pain though, wont deny that.
The difficulty I'm having is allocating the slots properly with the powers. I plan to run four sets of Lucks: Ninja Def, Senses, Restu, and Weave/Acrobatics (Retsu, Weave/Acro will be five slotted while weave and acro only slotted to four since Karma takes a spot).
Unfortunately mids wont work on my computer so I have no real "road map", gotta go off the top of my head. Any particular guides to follow for a Kin/Nin set? -
Quote:Another thing is, since as mentioned, almost every grave knight melee attack has a chance of procing, and there are two of them, the proc will land early and stay on. Moreover, if you don't order them to attack a specific target the two of them and quickly spread the proc to multiple foes because each has such a large number of proc chances.If you slot it in the grave knights, then each grave knight has a chance to proc. With two pets you effectively double the chance to proc. If you slot it yourself, then you can only proc with the one power you slot it in.
Short version: pets can make great places to stick procs. -
Well, looking at mids for my new planned dom build, at 85% global recharge, 3 slotted hasten, and spiritual core paragon hasten recharges in 116.48 seconds, and radial paragon gets it down to 119.13. In each case dom recharges in 78.43 seconds, so I'd guess could drop 5-10% recharge and still remain perma-dom with the paragons.
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Quote:I believe what claws is saying is you need 78% global recharge (or perhaps a little more to account for lag) as well as hasten 3 slotted for recharge so that hasten will be up enough so that your recharge will average out high enough for perma-hasten.You only need 80% total recharge from global buffs, hasten or any other powers copmbined to get permadom?
I asked this question on a diff forum thread and I was told that its 125%
Which is good to know, since that sounds much simpler to achieve than the 125+ global recharge I also thought I'd need. -
Quote:I've heard that reason several times before, and honestly that seems like a terrible reason not to have female henchmen.Female MM pets aren't even going to happen. Because too many people would do the "Slave Girl" Approach.
Yeeeep!
1- a female charachter can just as easily have male sex slaves as is.
2- there are already numerus prostitutes in CoV (I mean dev created NPCs and contacts, not just people who wrote thier back story as a prostitutes, of which there are many as well).
3- if anyone is offended by someone trying something like that, well last I checked /report worked fine on masterminds. -
Playing around in Mids, it looks like you could create a somewhat playable Dwarf only build, but imo doesn't look nearly as good as something that were to leverage human form some more. Even just using human attacks as set mules they out damage dwarf attacks by a good amount.
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Scrapper build up is +100% damage and 20% to-hit base, and the build up proc is an extra 100% damage and 40% to-hit, so when it procs you'll have +200% damage and (over) +60% to-hit for your next couple attacks. Although focus chi lasts longer than the build up proc, so try to get your best attack in next whenever it procs.
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Quote:If you're concerned about a single AOE shot that does just 450 damage then you're not playing your blaster right. I was concerned Judgement was too weak to bother spending threads on it with my blaster.
Sorry. I already melt mobs in one attack chain with my fire/en, one more aoe, while nice isn't really going to do much more then add a level of overkill to the pwnage. Might be nice to add one more PBAOE on my dp... but really... barely needed or wanted.
Well, one bonus judgment has over all the other awesome AE's blasters can get is that the very rares seem to have a target cap well over the current agro cap, which means in the right situations it can be used to soften up very large groups and have them feed themselves into the meat grinder that is your AE carnage. -
For short circuit, split the slots between end mod and damage. You 6 slotted stamina (as a simple set mule) yet only 3 slotted consume, so consider me confused. Voltanic sentinal can't be attacked and those defense bonuses only apply to pets (ie, your un-attackable sentinal, and I guess upcoming lore pets maybe) so you might want to drop them. Don't think that chance for build up is helping either (Don't think it works on sentinal, and only has a chance to cast on you when casting the pet)
Honestly, I wouldn't bother with the end mod in first two attacks, might want to throw some procs in there, or shift the slots around.
I'm not a fan of hot feet for blasters, but if it works for you, may as well keep it.
The rest of the things I think are wrong with the build I suspect come down to basic diffrence in opinion on what build goals should be, and they seem to work for what you want, so won't bother bringing them up. -
keep leveling and grab leviathan mastery PPP. Has 2 breath attacks for brutes/tankers. Plus you can throw a shark/multiple sharks at things. Or if you switch to fire/shield you can have fire breath (primary) cold breath (leviathan pool) and posion breath (also leviathan) so you can have more variation with your deadly breath attacks.
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Siphon speed triggers travel supression (for whatever other powers you may have, but not for siphon itself). Anchored debuffs seem to trigger supression when you turn them on but it fades even if the toggle remains on (I think, never really tested this to much). Getting attacked, most heals/buffs (not counting accuracy based heals/buffs which also debuff the oponent), and placate definatly do not trigger travel supression.
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Well, my own little story of annoyance with the untouchable delay. Was on an ITF and died making a sucidal charge at a cyst and a bunch of nictus (team needed vengence, and having a self rez I used myself for bait). Anyway, team gets buffed, I use rise, kill the cyst with rise, it blows up and rekilled me. Not fun getting killed by your own rez.
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I'm a fan of /MM and either /elec or mu for APP/PPP, reasoning being that it covers the most damage types. Infact, with sands, nem staff and blackwand my DP has an attack for any weakness a foe may have. MM also has drain psyche to help survive HoB's animation time and scream and shockwave help fill out an AoE attack chain nicely imo.
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So, you're saying if a dev is screwing with you despawning all but X mobs, throughout the entire game, then you'd get less exp using Confuse than without. Fine, I suppose that might be true. However the likelyhood of that happening seems to be about five decillion to one.
You could always get another mission, set the dificulty higher, street sweep, kill more of the mobs that are in the map that you might not have killed otherwise.
And you *do* earn bonus exp. You can do 50% of the damage and earn 80% of the experiance you would've without confuse. That's 60% more experience than damage done.
Also confuse makes it so that the foe isn't attacking/debuffing you, buffing it's allies, or causing any sort of trouble for you. It's the most effective control out there, many times stronger than even holds.
And just to add, if you truely insist on doing nothing at all outside a single TF a day, then confuse finishes that TF faster, getting you back to whatever else you have to do that day that much faster. -
"Confuse does not make you lose exp" really needs to be added as one of the loading screen tips.
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That would be largely pointless. Fire isn't the most common of damage types to begin with, and as a /fire scrapper you have capped fire resist anyway, so you'll take far less damage from any fire attack that got through than any smash/leathal/energy/negitive/cold/psionic attacks.
However, if you're building the guy just to farm, and have a spicific farm map where everything's attacks all have fire typed damage, sure, go for it. In that one, and only one situation, it'll help your survivability more.
As for getting capped fire defense, go for Aegis's in armors, Scirico's dirvishes in pbaoes (up to 5 cap anyway, then go for multi-strikes I guess) and ruin's for ranged attacks from epic pool -
Quote:You kicked the guy so hard he exploded, and that explosion hurt all his buddies nearby, clearlyBut my question would be: Why? How would it make sense for a martial arts kick to suddenly hit everything around you? And why only on critical damage?
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And yeah, putting chance to happen on something with a chance to happen seems like it woudn't work out very well, but if it always happened every time you crit, it seems like it would be a must have IO for scrapers/stalkers, unless the effect ended up kinda sub-par. -
Quote:Actualy, it's been my observation that it can jump to foes hit by the initial power. It lets you occasionaly confuse bosses in 1 shot without havingI can't see anyway to have an IO that only Martial Arts could use. Nor an Incarnate ability only available to Stalkers. Anything the devs could come up with, would be slottable in any single target melee power, or available to every Incarnate character.
I don't beleive that you understand how the %Chance to confuse proc works either, which might be part of the problem. The proc has a percent chance to fire every 10 secs (in a toggle like Arctic Fog). It can only hit (confuse) enemy mobs that Arctic Fog has NOT already confused (confusing a confused enemy is pointlessly confusing). So it might SEEM like the proc is jumping from one (Arctic Fog) confused enemy to a non confused enemy, all it is really doing is hitting a non-confused enemy within Arctic Fog's area of effect.
If we were to apply the same mechanic to a single target melee critical hit effect, it could only affect a SINGLE TARGET who wasn't already critted by the activating power...x% of the time at that. It would boost your crit rate, technically, but there's no way for the proc to target an enemy that the power it was slotted in didn't also target.
Make sense?
the critical control go off or domination up.
As for the initial idea, chains break if the target dies, so something that only triggered on crits would likely only trigger from bosses (since minions will likely be 1 shotted, and lieuts will be 1 shotted from stronger attacks). Also I'm unsure that they'd add something that only triggered on crit since it'd only apply to 2 ATs (or maybe 4 if it counted VEATs attacking from hide). -
I consider TP manditory for my stoners not because I'm too slow to run from mob to mob ( I'm not, at least when not combining rooted and granite) but because I don't like having to turn off my mez protection every time I encounter a step, curb, or divit. =/
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Clearly Dechs' is getting Castle a time machine for christmas so that he can go back and fix power problems before they're problems. The OP is just some wierd temperal anomaly.
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When'd you ask about jolting chain? Because just checked and the chance for smashing damage from explosive strike and chance for hold from devestation both proc from the chains, unless it's diffrent for controllers and doms.
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Quote:That 10% roll is the power's chance to stun, and does not affect the streak breaker. Not sure if all "chance to" attacks have a seperate hit roll for the effect or just stuns since I've only noticed it on my MA scrapper, although I don't often pay much attention to my hit chances unless I think something's wrong (and of course, looking always fixes it).Arcana, I hate to ask this now because I can't get on my computer and get screenshots, but I've been getting weird results with the Melee Purple Proc. I monitored my to hit channel, and noticed that when i activated my Dark dwarf smite, it rolls two to hit checks, one at my normal to hit (95%) which can change with debuffs and one at a constant 10% which doesnt change. I noticed it doesn't roll any other "extra" to hit checks with other ptocs. I just gotta know, do you think this could be affecting my steakbreaker?
I promise to log in late tonight and get pics for you, and even try and get some high volume rolls.