Dirae

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  1. Impale, impale, impale. A thousand times impale.

    It's the one power in spines/thorns that makes me stop playing it after awhile.
  2. Personally, I would love alternate animations for the Ice Blast power set.

    For example, I have always wanted to make a glass mage. While power customization has helped with this concept, I would love the ability to remove the snow flakes from my attacks.

    I was reminded of this while fighting Silver Mantis today. One of her ranged attacks is a single, needle like metal spike. When hit with it, the status icon underneath my HUD was that of ice bolt.

    I would love to be able to change my ice blasts to look like metal or at least glass. It would open up a whole lot of concepts I've got kicking around. Plus, I want to shoot metal spikes into people, without having my body covered in those spikes. (I could do this with spines, but the melee centric nature of the set doesn't fit with my concept, and thorn assault is a pain for me due to redraw.)
  3. Dirae

    Ice/Ice Brutes?

    I know the devs can be pretty picky, but I'd at least like to have the option of choosing to play as an ice brute, regardless of whatever consequences the set bonuses may have. Perhaps they are catering to the less informed, more casual, non forum browsing audience, an audience which they may assume will unknowingly fall victim to the -recharge.

    Sorta the same demographic which they catered to with the i13 PvP changes.

    Anyway I just love having new sets to play with, one of the reasons I still hang around, and hate to have one barred from me just because the devs are worried people won't find the play style adequate.
  4. Not sure why it would take you long to get to level 6 and then hit the tailor if you've been around since '05.

    That said one of the nice things about power customization is the ability to view the animations in the character creator.

    All you need to do is go to create character->villain->stalker->MA->whatever secondary power/costume->power customization screen.

    Enjoy watching the new animations and of course, the lovely eagle's claw.
  5. I'm extremely impressed; that is one hell of a feat. Congratulations to you.

    Almost makes me want to give you the gladiator's piece because you'd but it to better to use.

    Almost. (Looks like you don't need it anyway)

    :P

    Scrappers FTW. I wonder what old 1 hero=3 minions Jack Emmert would say.
  6. Quote:
    Originally Posted by Shred_Monkey View Post
    A few weeks ago I was digging into /WP pretty heavy. It is possible to soft cap positional defenses with most sets while maintaining 40+ recharge... Kinetic combats are very helpful... The hardest thing to boost is energy/negative... 3 thunderstrikes (Ranged damge)... 3 eradications (PBAoE damage) help there. Also, you can grab a little for a few slots with Blessing of the Zephyr in your travel power.
    Well, this inspired me to play around in mids with a spines/wp and I'm pretty happy with the results: Soft-capped def to all types but psi (26%), 42.5% global recharge.

    Quote:
    (note: i'm ignoreing psi as one of those types... but the build I have in front of me while writing this has 27.3 defense to psi, and 45.3 resistance to psi.. so it's still pretty solid vs psi enemies... just not as solid as vs everything else).
    I found that AoE heavy spines inverted the s/l easier to cap than e/ne paradigm, given that it has only one good ST attack and so many spots for eradication sets.

    Because of that, I needed more places in which to slot kinetic combat, so pool power attacks ate up quite a bit of space in my build, making it extremely tight overall. I've done a lot of tinkering with the slots, but there's only one or two to spare-this build sacrifices a lot (MoB+IW have base slots only, tough is unslotted for res, no stamina) for the defense. That said, it doesn't bother me all that much-a scrapper approaching SR levels of defense and /reg levels of regen, well, wouldn't need res that much in the first place.

    Anyway, I'm having a tough time matching your psi res (after all MoB is unslotted), either due due my primary choice or lack of building proficiency. What primary did you match WP with?

    Regardless, this is one build that will definitely put the 10 extra Going Rogue slots to very good use.
  7. claws/stone armor all the way
  8. Dirae

    Orly?

    [ QUOTE ]
    fire/ta*

    [/ QUOTE ]
  9. What if the passives had def debuff res and powersink was tweaked give a defense buff, like energy absorption?
  10. I played MA on a stalker until level 42, where it is currently shelved.

    MA is the least common stalker primary for a reason.

    Though it has pretty visuals, it gives up the ONE AoE the set had.

    It used to be one of the forefront ST scrapper primaries, but that was a long time ago. On stalkers, it was always in the shadow of EM, which did more ST damage (half in the form of the energy type, no less) faster and had about the same level of control (stun, old mag 4 TF, chance to disorient).

    Now, EM has been nerfed, but I'd probably still put EM over MA.

    There's also DM, which has control, to hit debuff, better ST damage, a heal, and a ghetto AoE (Shadow Maul).


    Basically, it boils down to this:

    MA Pros:
    Not lethal damage
    Pretty (Use flight and rocket boots for added effect)

    MA Cons:
    The control offered doesn't help much
    Long animations don't pay off
    No AoE
    Kicking enemies away from you can be funny, but you're chasing it.
  11. [ QUOTE ]
    [ QUOTE ]
    It would be cool if /Traps got Detonator as a T9 power, so you can use it to blow up your teammates

    [/ QUOTE ]
    ^
    This.
    Want.
    Now.

    [/ QUOTE ]

    Yeah, then let's make a traps corr super team called "The Extremists"
  12. Two TA/Ice defenders.

    I'm pretty sure 2x Acid Arrow-Disruption Arrow-OSA-Blaster dmg Ice Storm-Blaster dmg Blizzard...well...you get the idea.

    You could also have 12 holds between the two of you (Ice arrow, EMP Arrow, Freeze Ray, BFR, Dominate, TK), though with perma hasten, if you alternated EMP Arrows, you could keep a spawn perma held.
  13. Well, here's one that's soft capped to all positions. Keep in mind Hide offers 2.17 def here even when suppressed.

    That said, I would not waste this kind of money on a MA/NIN. Mine is shelved at 50 and has no IO's. Having no AOE really got to me.

    Anyway, it's your money, here's something to work with:

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

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

    Level 50 Magic Stalker
    Primary Power Set: Martial Arts
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(45)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Crippling Axe Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/EndRdx(7), T'Death-Acc/Dmg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/Rchg(43)
    Level 4: Ninja Reflexes -- LkGmblr-Rchg+(A), RedFtn-Def(11), RedFtn-EndRdx(11), RedFtn-Def/EndRdx(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(40)
    Level 6: Danger Sense -- RedFtn-Def/Rchg(A), RedFtn-Def(15), RedFtn-EndRdx(15), RedFtn-Def/EndRdx(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
    Level 8: Assassin's Blow -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Acc/Dmg(34), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43)
    Level 10: Focus Chi -- GSFC-Build%(A), GSFC-ToHit(19), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34)
    Level 12: Placate -- Empty(A)
    Level 14: Hurdle -- Empty(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(45)
    Level 22: Kuji-In Sha -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(23), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(25), Numna-EndRdx/Rchg(33)
    Level 24: Boxing -- Empty(A)
    Level 26: Crane Kick -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Eagles Claw -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43)
    Level 35: Blinding Powder -- CoPers-Conf%(A), CoPers-Conf/EndRdx(36), CoPers-Conf(36), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(39), HO:Cyto(39)
    Level 41: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(48), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50)
    Level 44: Soul Storm -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/Hold(46), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46)
    Level 47: Hasten -- RechRdx-I(A)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  14. I know ET won't ever be what it once was, but it was the power that really made the set for me-barrage, energy punch, and bonesmasher are all fairly standard, and total focus was just like KO Blow / Seismic Smash. Being able to tap ET and completely smush a foe in a second was the feeling that kept me going with those pom poms.

    What I want is to see Stun (and Cobra Strike for MA's sake) get the Clobber treatment, since 'control' powers have been buffed lately-Clobber, then Dom power push and telekinetic thrust.
  15. Dirae

    HTTT Reunion?

    I'll get on later today, but I'll be level 2.
  16. [ QUOTE ]
    No lie! I have a Rad/Dark Corruptor whose powers are a constant visual treat, and hooves on a character with Martial Arts is just... painful. In a good way. :P


    [/ QUOTE ]

    Flying MA scrapper with rocket boots.
  17. Dirae

    Elec/SD!

    [ QUOTE ]
    Is Elec/SD the best AoE brute?

    [/ QUOTE ]
    No, but it's the most fun AoE brute because it's AoE is all burst and not over time, in which case SS/Fire would probably win.
  18. Um, no.

    Because of the ET change, which made it hard to justify playing my EM/EA over my SS/EA.

    I just thought that death was ironic enough to post.
  19. So for the first time in a long time I hopped on my EM/EA. I noticed I had been running GW's arcs, so I just set the mission and teleported there.

    I was on relentless, but I tried it for the hell of it. It was the Dr. Crow mission, so I ended up running into Citadel.

    I was excited, because although I'd never finished the build, it's /EA, so energy was soft capped.

    I hadn't prepared at all, but the fight went pretty well, until I got him down to about half health.

    I wound up ET, and while it was animating, Citadel pulled out ET and killed me. Apparently he has the old animation. Damn. Made me remember why I never finished his build.
  20. Electric Melee question:

    Is the chance for placate proc worth using here?

    I assume that though it will placate, it won't hide you, making it a lame single target smoke flash in a proc.

    Has anyone had success using it on their stalkers?
  21. That is a very strange build and you're spending a lot of money to not end up anywhere near the soft cap. I realize you want to maintain certain RP boundaries, but you should really try for the soft cap.

    This build is soft capped, has aid self, better recovery, and better recharge times. Oh, and I left hurl in for you.

    The levels of certain powers are a bit strange (see foot stomp at 38, lol) because this is simply my fire/sr file modified, and I was too lazy to rearrange the powers by level.

    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: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine

    Villain Profile:
    Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5), Hectmb-Dam%(7)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-EndRdx/Rchg(43)
    Level 2: Haymaker -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15)
    Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(15), RedFtn-EndRdx/Rchg(17), RedFtn-EndRdx(17), RedFtn-Def/EndRdx/Rchg(19)
    Level 6: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Stun(19), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(31)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 10: Swift -- Run-I(A)
    Level 12: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
    Level 14: Practiced Brawler -- EndRdx-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(31), Numna-Heal(34), Mrcl-Rcvry+(34), Mrcl-Heal(37)
    Level 18: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Zinger-Dam%(40)
    Level 20: Aid Other -- Empty(A)
    Level 22: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), Mrcl-Heal/Rchg(23), Mrcl-Heal/EndRdx/Rchg(29), IntRdx-I(29)
    Level 24: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(25), P'Shift-End%(25), P'Shift-EndMod/Acc/Rchg(27)
    Level 26: Hurl -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(36), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42)
    Level 28: Dodge -- LkGmblr-Rchg+(A)
    Level 30: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(34), RedFtn-EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(45)
    Level 32: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(50)
    Level 35: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(48), Zephyr-ResKB(50)
    Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(50)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def(46), RedFtn-Def/EndRdx(46), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(48)
    Level 47: Quickness -- Run-I(A)
    Level 49: Lucky -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  22. Yeah, /EA is a defense set, and like all defense it really wants IOs.

    Unfortunately, most defense set bonuses are position based, not damage type, so you have to use more of your potential building space to soft cap every type.

    In the end it means you can't build for extreme recharge or other set bonus goals as well as the soft cap, but on the other hand, you'll be just as survivable as SR/SD (not sure about the def debuff res though) and have endurance management tools like ED and CP.

    And I like having endurance on my brutes.