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Posts
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Joined
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Mea culpa! Not sure how that misinformation lodged into my noggin, but thanks for pulling it out.
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A couple questions I'd have:
1) Why Scorpion Shield? FF is positional def, SS is typed; using it as a LotG mule is the only reason I can see for taking it, and even then, I'm not sure that recharge is something that you need to worry about.
2) Hitting the magic 45% (or 59%, if you're doing Incarnate trials) on one or more of the positional defenses is a good goal for this sort of build; some of your set slotting seems erratic, if that is one of your goals. Your Enfeebleds could be replaced with Trap of the Hunters for more ranged def, as an example.
Sorry I don't have Mids handy, to offer more comprehensive advice. -
I'm sorry, I wasn't really specific enough about adds. I didn't mean the escapees; I meant the reinforcements that both Siege and Nightstar get, specifically when both are active simultaneously.
The times that I've seen a BAF fail recently are when the reinforcements start to spiral out of control; this is often due to raw numbers. I feel that a well-placed Dimension Shift could actually let a league address this before it becomes critical.
I'll be more specific: is only one Hami or Invention enhancement for mez / intangibility enough to tag L54 bosses? Does someone have experience using Dimension Shift in this fashion that can make a recommendation?
Edit: I got my impression about higher-con enemies affecting mez magnitude from this thread: http://boards.cityofheroes.com/showthread.php?t=186666 . Ketch threw in some numbers that I assumed to be accurate. So that's not accurate after all? -
Howdy all,
I'm seeing the trials, particularly the BAF with all the adds, as one of the few consistent uses for Dimension Shift, mainly to give some breathing room if they've gotten out of control.
However... I'm limited in slots to which I can dedicate to Dimension Shift (I chose it as my L49 power). It's my understanding that the IOs and HamiOs that improve intangibility & mez will increase the magnitude of the power. It's also my understanding that the level gap will substantially reduce the magnitude of any mez.
So the question is: what would be your advice for slotting, so that Dimension Shift would reliably shut down a group of L54 bosses? Would it make sense to overslot for magnitude?
Thanks in advance! -
How about turning Group Fly into something more like Group Hover? A marginal defense boost, no acc penalty, and a prohibitive end/sec cost?
That's how I've seen it used most of the time anyway; I wouldn't call it the go-to for mass transit. -
I think I'm a little closer, but I'm not there, and am really trying to avoid including the +3% def PvPIO if I can at all help it. Anyway: anything I can do to go from 44.9% to 45+% S / L defense? Thanks!
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Eighth Sea Jack: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(40)
Level 6: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(7), SipInsght-Acc/Rchg(7), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(39)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Indomitable Will -- GftotA-Def(A), GftotA-Def/EndRdx(13), GftotA-EndRdx/Rchg(13), GftotA-Def/EndRdx/Rchg(15)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(15)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17), DarkWD-ToHitDeb(37), DarkWD-ToHitDeb/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 18: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(25)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Heightened Senses -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-EndRdx/Rchg(29), GftotA-Def/EndRdx/Rchg(34)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-EndRdx/Rchg(31), GftotA-Def/EndRdx/Rchg(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 47: Maneuvers -- DefBuff-I(A)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod/Rchg(48), P'Shift-End%(48)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 30.5% Defense(Smashing)
- 30.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 7.375% Defense(Energy)
- 7.375% Defense(Negative)
- 3% Defense(Psionic)
- 19.56% Defense(Melee)
- 5.188% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 18% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 19% FlySpeed
- 256.01 HP (19.12%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 2.2%
- 18.5% (0.309 End/sec) Recovery
- 48% (2.683 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 7.5% Resistance(Fire)
- 5% Resistance(Cold)
- 19% RunSpeed
- 2% XPDebtProtection
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I be postin' this scurvy bilgerat's build in hopes that some keen-eyed scalawag amongst ye have the wit t' make 'im more fearsome still! Arr!
Actually, this is on behalf of a friend, one of those rumored "casual players" who, between the unholy triumvirate of family, school and work, doesn't have time to refine ol' Jack. I offered to help, and am in turn coming to you all for insight. So:
Priorities are 1) survivability, 2) endurance management, and 3) scrapperlocky play-style. I've tried to aim for S/L defense cap followed by high HP and regen to achieve 1), but failed to actually hit the cap.
Anyone know how one could in fact hit the S/L cap? Extra credit for not changing the selected power pools (Leaping, Fighting, Leadership, Body Mastery).
Here's my attempt:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Eighth Sea Jack: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite- (A) Kinetic Combat - Knockdown Bonus
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (13) Kinetic Combat - Accuracy/Damage
- (17) Crushing Impact - Damage/Recharge
- (17) Crushing Impact - Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (46) Numina's Convalescence - Heal/Endurance
- (48) Numina's Convalescence - Heal/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (40) Reactive Armor - Endurance
- (43) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Endurance/Recharge
- (A) Defense Buff IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (31) Miracle - Heal/Recharge
- (31) Miracle - Heal/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Endurance/Recharge
- (50) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (46) Numina's Convalescence - Heal/Endurance
- (46) Numina's Convalescence - Heal/Recharge
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (15) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Winter's Gift - Slow Resistance (20%)
- (A) Numina's Convalescence - Heal
- (36) Numina's Convalescence - Heal/Endurance
- (36) Numina's Convalescence - Heal/Recharge
- (36) Dark Watcher's Despair - To Hit Debuff
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (A) Siphon Insight - ToHit Debuff
- (19) Siphon Insight - Accuracy/ToHit Debuff
- (19) Siphon Insight - Accuracy/Recharge
- (25) Siphon Insight - Accuracy/Endurance/Recharge
- (29) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - Chance for +End
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Rectified Reticle - To Hit Buff
- (27) Rectified Reticle - To Hit Buff/Recharge
- (27) Eradication - Accuracy/Recharge
- (39) Eradication - Damage/Recharge
- (40) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (37) Gift of the Ancients - Defense/Endurance
- (39) Gift of the Ancients - Defense/Recharge
- (39) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (48) Gift of the Ancients - Defense/Endurance
- (48) Gift of the Ancients - Endurance/Recharge
- (50) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Knockdown Bonus
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Resist Damage IO
- (A) Rectified Reticle - To Hit Buff
- (42) Rectified Reticle - Increased Perception
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (45) Miracle - +Recovery
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Accuracy
- (3) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - Chance for +End
Code:Thanks to all in advance for your wisdom!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1602;765;1530;HEX;| |78DAA593596F125114C7EF3043070A1428DDA02D85D27DA16DD4C4E5C1445BB54D4| |968C1D6A54BA6742C9312C001B5BCF9017CD2441FB4AF55BF8071F9466AD56F8067| |B9501B1E9DC0FF37F39F73CFBDE7DCB9A9A345AF10CFAF0BA5E366C1A854763339D| |B28974DDB99320EAC9C7FC93AC857F3B18C69C4568CDCA12E84083742765366C134| |938B867DC8B791E69B45F39159AC98C94DAB5028979E997670B998376DB3584D366| |EBCE952A9905C358DB2553CF0D1C32D9C0C9EFC8D57FBA65DC95BE5203D2F179F5A| |156BCF2A58D55A70A96CE592374AFBB5DD9451A99A76AD0F567609FE362E91AEBA5| |36401C3A27D9DE0CD30D284C01E6041044CC2068E52689443DC55D09A5D23CC6508| |8F75F95ED4558533B4AD3138BB8BB36F429CCA895475186EC6C57882301525CCC40| |93D10E7E438E18C0206C513B074B9729DA770ADFD5BC0004F11BD4D19A27708F761| |885B4EE876F1141A61A18DA113EE419C4756E83957E12C57D80B013E9EDEE10BAB6| |8754418FD840710E057145A9F9F332438438233243E3910235F199F09551815E4B4| |5A50A7449D2E869BD0E7210CB4131E42784896137A4919BA5E137A5E31DE101488E| |B96FBD1CDCDEAE36645B959716E960A71BDB2CFBD7833288EC00A0BAE23FC16B285| |44E41DE3BB0303C67E10C67F324E095B30AA5F2EAC9FFB3CC27D1E7332B8CF1AC40| |DCAB8418E9BE3B8B973FB5183B821B9DB435C408C3FD7181710E302E2FC9DC6F93B| |DDD6D1E37286A7C9DA016B545AA3336465A1951332F704573879CCF840DD9B7C4F9| |83A617C249CC0EE4FF3CA95E90DDAD199155A6B10A648CA2626E334452758F3D29A| |676B406B9E3CF8C125565B9CB4D63C46422167486B9EBCFFBABE781B73B9D7DB41B| |32869940D942D946D941D1403650F258752FFD61CEDBF8C0BBA827215E51A4A7700| |E40546EA1E100F8A17C587D281E24709A084502228C72875370C56B9E6FA29E4506| |4DB94596ADBAF7FAD09B27E9F590E854F9AC6274DCB12FE9C05A80A9F12079F1207| |9F922E3E25F32D1B30D5E22CB438175B9C0B2DCE59E3FF0255A32744| |-------------------------------------------------------------------|
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Eight entries... eight people on a team.
Perhaps too much to suggest coordinating an all-Warshade ITF (or *TF of choice) for those who entered, perhaps with pics?
Just wond'rin'. -
Not at liberty to do a full analysis, but off the cuff:
Pros: Hasten + fully slotting PA for recharge, full stealth with GI + SM, some attention given to defense.
Cons: FR not slotted for recharge at all, no EndRedux in LS, no Stamina (perhaps in preparation for Fitness becoming inherent?).
Phantom Army and Freezing Rain are two cornerstones, IMO, to playing an Ill/Stormy. Your power selection is fine overall, and some of the slotting is definitely "to taste", but I think that sort of tweaking can occur once you've really had a chance to get that basic power combination rolling, sometime around level 20.
Endurance is going to be a very significant problem -- even with Stamina -- so you're going to want to work slotting EndRedux into your attack chain. You'll probably want to time using Hasten with Phantom Army, so you get the most overlap. Finally, don't be afraid of using Deceive.
(I'm assuming, given how you've slotted with generic enhancements, that you're not considering Invention Sets at this point, and so have abstained from talking about their benefits.) -
Quote:I didn't mean to imply that there was an intention to leave people out, just that such events might happen with greater frequency on certain servers. I suggested this partially because this is the first time I've ever seen evidence of such events (aside from Training Room / Pocket D meet'n'greets). Truly not in the spirit of finger-pointing or nay-saying!It happens on all the servers, we wouldn't want to leave anyone out!
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Does anyone know if this sort of thing happens more on specific servers? :
http://boards.cityofheroes.com/showthread.php?t=210992
I'm really intrigued by the idea that devs and moderators might be generating story events on certain servers, and would gladly transfer some characters over if a server sees that sort of thing regularly. -
Quote:That was my impression of things. I've been improving the build incrementally, and I could very much observe the difference that even 20% ranged defense provides. Since I try to stay out of melee (Hover + Hurricane work well for that), the only really consistent source of incoming damage became AoEs.No you aren't wrong. Ill/storm is an entirely different beast than ill/rad.
Your annoyance factor is much higher and covers a much larger area resulting in you often pulling agro that PA has no chance of gathering because they weren't near them to begin with.
You also have no heal, or damage reduction affecting them so you feel everything that slips through.
While I understand the theory of packing enemies into a corner with Hurricane, it's pretty tricky and demands both enemies that don't mind corners too much (or lack the repel/kb resist to do much about it if they do), and, well, corners. Defense is less situational and thus more widely applicable.
It's not like I'm even being all that deliberate about harvesting aggro. I only go into full-on environmental-anarchy mode when I'm a) solo, b) with a group on the verge of wiping, or c) with a laid-back group without many melee-types. People can get pretty high-strung about knockback, and though I can control it (KB from above, or toward walls/corners), I'm still catching plenty of incoming ouchie.
To me, this is more of a problem than the endurance woes, thus my prioritization, but I do see value in the "get your blue bar squared away and then we'll talk about defense" approach as well. Now it's just finding that happy medium without killing recharge... -
Quote:Most likely, that means that I'm doing something wrong.On my perma-PA Ill/Rad, I don't worry about defense. Between invisibility and Phantom Army and Phantasm's Decoy, I get hit very little.
Seems like every time I drop FR -- even with SM and a +stealth IO in Flight -- someone decides to take pot shots at me with grenades. Maybe it's just a Citadel TF thing...
... or maybe it's that I'm a little more hesitant to use Phantasm, since it seems awfully touchy, especially when I'm trying to get close enough to place FR.
My thought was: 20-25% ranged and AoE defense, combined with Spectral Terror and a few small purples on hand, would keep me pretty safe. Even with fairly respectable slotting, there are times that things spiral out of control before I can get my chaos engine humming.
So, what's your secret? -
Thank you for your replies!
Yeah, the character can feel a little asthmatic at times, but the PA gives me quite a bit of breathing room, plus I have (and can generate) blue pills to keep me going. EndRedux is definitely on the agenda!
I don't have access to my Mids at the moment, so I'm going just by memory and paragonwiki.
1) If I were to drop Thunder Clap, the first thought that occurs to me (to make up the loss of +ranged def in Stupefy) is Maneuvers. But that's another toggle... blue bar whimpers at the thought of it. Alternatives?
2) I've always wondered about slotting Tornado for damage... basically, it's only going to work (provide significant DoT) against EBs / AVs / GMs that resist knockback?
3) Any thoughts on the AoE defense hole?
I'm clearly slot-hungry in this build, and I'm sure I'm making some pretty common mistakes. Thank you again for your insight! -
Hello fellow Controllers!
I was hoping to harvest some of the communal wisdom here to make some of the final improvements to a much beloved controller, now entering the "purpled out" stage.
My priorities were: +recharge (for Perma-Hasten and as close to Perma-PA as possible), +ranged defense (survivability) and +recovery as a distant third. It's a themed character, so I'd like to keep Flight and the EPP, but this is the first character I've ever gotten to this stage, so I'm prepared to listen to about anything!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Name Changed to Protect the Guilty: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind- (A) Unbreakable Constraint - Hold/Recharge
- (3) Unbreakable Constraint - Accuracy/Hold/Recharge
- (3) Unbreakable Constraint - Accuracy/Recharge
- (9) Unbreakable Constraint - Endurance/Hold
- (11) Unbreakable Constraint - Chance for Smashing Damage
- (11) Lockdown - Chance for +2 Mag Hold
- (A) Force Feedback - Chance for +Recharge
- (A) Entropic Chaos - Accuracy/Damage
- (13) Entropic Chaos - Damage/Endurance
- (13) Entropic Chaos - Damage/Recharge
- (15) Entropic Chaos - Damage/Endurance/Recharge
- (15) Entropic Chaos - Chance of Heal Self
- (17) Devastation - Chance of Hold
- (A) Coercive Persuasion - Confused
- (5) Coercive Persuasion - Confused/Recharge
- (5) Coercive Persuasion - Accuracy/Confused/Recharge
- (7) Coercive Persuasion - Accuracy/Recharge
- (7) Coercive Persuasion - Confused/Endurance
- (9) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (46) Lockdown - Chance for +2 Mag Hold
- (A) Flight Speed IO
- (A) Pacing of the Turtle - Chance of -Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Freebird - +Stealth
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Soulbound Allegiance - Damage
- (19) Soulbound Allegiance - Damage/Recharge
- (19) Soulbound Allegiance - Accuracy/Damage/Recharge
- (21) Soulbound Allegiance - Accuracy/Recharge
- (21) Soulbound Allegiance - Damage/Endurance
- (23) Soulbound Allegiance - Chance for Build Up
- (A) Performance Shifter - EndMod
- (23) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - EndMod/Recharge
- (45) Performance Shifter - Chance for +End
- (A) Achilles' Heel - Chance for Res Debuff
- (42) Touch of Lady Grey - Chance for Negative Damage
- (42) Positron's Blast - Chance of Damage(Energy)
- (A) Dark Watcher's Despair - To Hit Debuff
- (25) Dark Watcher's Despair - To Hit Debuff/Endurance
- (25) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (27) Glimpse of the Abyss - Endurance/Fear
- (27) Glimpse of the Abyss - Accuracy/Endurance
- (33) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (33) Glimpse of the Abyss - Chance of Damage(Psionic)
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (31) Stupefy - Accuracy/Stun/Recharge
- (31) Stupefy - Chance of Knockback
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (34) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Damage/Endurance
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (40) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Absolute Amazement - Stun/Recharge
- (36) Absolute Amazement - Accuracy/Stun/Recharge
- (36) Absolute Amazement - Accuracy/Recharge
- (36) Absolute Amazement - Endurance/Stun
- (37) Absolute Amazement - Chance for ToHit Debuff
- (A) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (39) Apocalypse - Accuracy/Recharge
- (39) Apocalypse - Damage/Endurance
- (40) Apocalypse - Chance of Damage(Negative)
- (40) Devastation - Chance of Hold
- (A) Luck of the Gambler - Recharge Speed
- (42) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/Endurance
- (45) Steadfast Protection - Resistance/+Def 3%
- (A) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
Level 0: Ninja Run
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1) In Freezing Rain, I've placed a couple damage procs and the Achilles' Heel proc, because I read it was a good strategy and I felt that enhancing defense debuff was overkill. Is there a better slotting strategy for it?
2) The -recharge procs in Snow Storm and Hurricane: keep or toss? Not sure how much good they do...
3) The thing that seems to be my personal nemesis is a lack of AoE defense, but I don't see any way of getting it to even middling (~25%) levels without shooting +recharge in the foot. Thoughts?
Any other slotting or power tweaking ideas would be welcome. Thanks in advance! -
Great replies, and thanks to both of you! Gives me percolation material. Speaking of which...
... are the problems with scatter that you've encountered sufficient to try and squeeze in the Presence pool AoE taunt, or even slot for slow movement?
Thanks again! -
Good day,
I'm hoping to get some thoughts from the scrapper community regarding a spines / electric armor scrapper.
It's premature to talk about actual builds - I've seen a few tucked away in threads - but I have a few questions I'd love answered by those in the know:
1) I am looking to go with both damage auras, Hasten and possibly the Fighting toggles (on top of the secondary's toggles). In doing so, am I shoehorning myself into Body Mastery -> Physical Perfection, or would Energize / Power Sink / Stamina (and the occasional Power Surge) suffice?
2) Would you advise skipping Power Surge, and why (or why not)?
3) What would be your survivability strategy: raw damage output, resistance alone, or resistance with as much defense as could be scrounged in what's looking like a tight build?
4) Is it fun to play from 1-50? When does it mature? Are there any outstanding problems (like scatter) in your opinion?
Thanks, all! -
I'd like to ask a related question:
What are some good uses for Time Bomb?
Every time this thread arises, it seems that Time Bomb gets panned by a seemingly implicit communal understanding. My AR/Dev isn't there yet (two more levels), but I'd like to think that someone has found a positive use for it.
Mostly what I'm visualizing is setting up ahead of time with layered stealth, using the time while it's counting down to place a couple mines and, if timed right, use FA just prior to the TB's sploding while you still have a taste of the Defiance from the mines.
The argument seems to me to be that the same result can be done in significantly more efficient fashions, but are there circumstances where Time Bomb is at least as viable an approach as the other tools in an AR/Dev's toolbox? -
I've got one of these to 50, I agree with much of what's already been said with a couple exceptions:
1) Repulsion Field is a clicky, NOT a toggle. It looks like a toggle, acts like a toggle, but don't ever ever pretend it is a toggle. Otherwise you can wave buhbye to your blue bar. Good news: repel is rarely resisted! Great fun at parties!
2), 4), 6): I've never seen protbots drop their end bar as you describe. Some judicious frankenslotting might go a long way here, particularly with your accuracy concern and/or slotting for shields or healing. However, I wouldn't slot heavily for defbuff (see below) or acc (because you're running Tactics already, right? Right?!)
3) AoE attacks would go a long way to fill the 3 minutes, 30 seconds between being a shield buffbot for your bots and ordering them around. I've got the photon grenade, repulsion bomb and force bolt (slotted with the FF proc), so I've always got something to do.
5) Power Boost is amazing with your two single-target shields, as it buffs their defense for the duration of the shield, not the duration of PB. If you're quick, you can double-shield up to three allies before PB goes away (like your assbot and both protbots).
Hope that helps! -
I'm considering a MA / DA stalker, having read the back-and-forth on Martial Arts as a stalker set. What I'm actually curious about is how players of stalkers view the sets (such as Dark Armor) that find their damage mitigation in ways other than +def.
It's my impression that many players feel that +def has a great deal of synergy with Hide -- if you don't get hit, you can return to a Hidden state, allowing you to Assassin's _____ or crit more often. Are other forms of mitigation (+res, or the control auras in Dark Armor, for example) entirely gimped in comparison? What cleverness have you wrought in order to make Dark Armor (and, by extension, other sets aside from Super Reflexes and Ninjitsu) more viable for stalkers?
Thanks in advance, all! -
On the bandwagon with the high knockback powers, at least while solo. Force Bubble is like a low-level minion railgun. In less than a second, they're flung off your graphical display horizon. I just wish the NPCs had high-velocity dialog options:
"I regret nothiiiiiinnggg..."
"Tell Mom I love heeeerrrrr..."
etc.
Non-solo? Big fan of Gang War. Especially great on mayhem missions when the hero's been triggered, and pops out of the elevator to a vestibule full of allies and henchmen. Great for recreating those moments of aggroing two or more spawns... except you're the spawns. -
Another query for the forum-reading playerbase. I'm looking at a Kin / Elec defender, but after reading some threads around this sort of build, I have my doubts as to whether or not it would work for my purpose.
I understand that for mitigation to occur, the enemy's endurance has to be completely drained and the recovery pretty well bottomed out as well, creating limiting conditions. So:
In PvE, would you consider powers that drain endurance and recovery to be effective at mitigating enemy attacks?
If so, what would be your preferred AT and powersets? Do you have non-trivial ideas for slotting the end/recovery-draining powers to make this strategy more efficient?
If not, could you share your experience that leads you to that conclusion?
Thanks again! -
One of the great things about these forums is that starting a thread is like planting a magic bean -- come back to it in a couple days and a full-blown tree of ideas has grown, answering all my questions (and then some). Thanks, all!
-
After having searched the scrapper forums, I've found a surprising dearth of FM/FA threads, but far more /SD, /Reg and /WP pairings. Though I love the thematic coherence of going FM/FA/Blaze, I'm getting the impression that it's not really a good synergy.
I'd be interested in knowing: what's your preferred secondary for Fire Melee, and your reasons. Extra points for rationales as to why /FA seems to get skipped over.
Thanks in advance! -
I'd agree with the above re: Stamina. With my DM/FA brute (and, IMO, brutes in general), a significant goal is sustaining Fury. While I haven't tried playing the brute without Stamina, it's my opinion that Stamina smooths the otherwise precipitous roller coaster of endurance you'd experience with the clickies of Consume / Dark Consumption. This translates into more seamless sustenance of Fury.
Plus, both DM and FA have enough skippables that it's not so big a deal to fit in the Fitness track as it is with powersets that practically necessitate (out of utility, coolness or some confluence of the two) choosing every power.
(Actually, the thought of having Stamina, Consume and Dark Consumption is part of the reason I made the brute in the first place... compared to other brutes I've rolled, the pleasure of having gratuitous amounts of accessible endurance is almost illicit. YMMV.)