Doctor_Xaxan

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  1. Thanks for the comments and suggestions. I put some fresh eyes on it and came up with something that seems to make a lot more sense.

    Not sure what I was thinking with Blinding Powder. I think I must have been excited about Ninjitsu at the time, lol. All it really did was mess with my 5x rule for the 5% recharge bonus.

    I left the knockback protection at -4, mostly because I've yet to find that I need more than that, but I'll definitely keep an eye on it and add more if it seems like I need it.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Staff Fighting
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Mercurial Blow
    • (A) Crushing Impact - Damage/Recharge
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    • (33) Crushing Impact - Damage/Endurance/Recharge
    • (33) Achilles' Heel - Chance for Res Debuff
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    Level 2: Precise Strike
    • (A) Mako's Bite - Accuracy/Damage
    • (37) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Guarded Spin
    • (A) Obliteration - Damage
    • (34) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 6: Assassin's Staff
    • (A) Crushing Impact - Damage/Recharge
    • (7) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Endurance
    • (31) Crushing Impact - Damage/Endurance/Recharge
    • (31) Superior Stalker's Guile - Recharge/Chance to Hide
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Ninja Reflexes
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (23) Luck of the Gambler - Endurance/Recharge
    • (23) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Danger Sense
    • (A) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Recharge
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (15) Red Fortune - Defense
    • (17) Red Fortune - Endurance
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Defense Buff IO
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    Level 18: Eye of the Storm
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (19) Scirocco's Dervish - Damage/Endurance
    • (19) Scirocco's Dervish - Damage/Recharge
    • (21) Scirocco's Dervish - Accuracy/Recharge
    • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (40) Kinetic Crash - Recharge/Endurance
    Level 20: Kuji-In Sha
    • (A) Doctored Wounds - Heal
    • (37) Doctored Wounds - Recharge
    • (43) Doctored Wounds - Heal/Recharge
    • (43) Doctored Wounds - Heal/Endurance/Recharge
    • (46) Doctored Wounds - Heal/Endurance
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Knockback Protection
    • (25) Steadfast Protection - Resistance/Endurance
    • (36) Impervium Armor - Resistance/Endurance
    • (36) Impervium Armor - Resistance/Endurance/Recharge
    • (36) Impervium Armor - Resistance/Recharge
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    • (29) Luck of the Gambler - Endurance/Recharge
    Level 28: Smoke Flash
    • (A) Recharge Reduction IO
    Level 30: Placate
    • (A) Recharge Reduction IO
    Level 32: Sky Splitter
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (40) Crushing Impact - Accuracy/Damage
    • (42) Mako's Bite - Damage/Recharge
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Accuracy/Endurance/Recharge
    • (43) Mako's Bite - Damage/Endurance
    Level 35: Blinding Powder
    • (A) Recharge Reduction IO
    Level 38: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    Level 41: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Endurance/Recharge
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense
    Level 47: Assault
    • (A) Endurance Reduction IO
    Level 49: Super Jump
    • (A) Jumping IO
    Level 1: Assassination
    Level 1: Brawl
    • (A) Empty
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Miracle - +Recovery
    • (50) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (3) Performance Shifter - EndMod
    • (3) Endurance Modification IO
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
  2. The character is currently 38 and barreling toward 50, so I've started to work on his build. He's an alt, so I don't want to spend TOO much cash on him.

    I managed to get over the defense softcap and get reasonable recharge, but a few things are bothering me. I'd like more recharge on my self-heal. I'd like to actually be able to run Tough with full slotting.

    The build just generally needs help. I've done plenty of tanker builds, but stalker is proving to be a lot different. Any input from the Stalker pros would be helpful.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Staff Fighting
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Mercurial Blow
    • (A) Crushing Impact - Damage/Recharge
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    • (33) Crushing Impact - Damage/Endurance/Recharge
    • (33) Achilles' Heel - Chance for Res Debuff
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    Level 2: Precise Strike
    • (A) Mako's Bite - Accuracy/Damage
    • (37) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Guarded Spin
    • (A) Multi Strike - Accuracy/Damage
    • (34) Multi Strike - Damage/Endurance
    • (34) Multi Strike - Damage/Recharge
    • (34) Multi Strike - Accuracy/Endurance
    • (37) Multi Strike - Accuracy/Damage/Endurance
    • (46) Multi Strike - Damage/Endurance/Recharge
    Level 6: Assassin's Staff
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Endurance
    • (31) Crushing Impact - Damage/Endurance/Recharge
    • (31) Stalker's Guile - Recharge/Chance to Hide
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Ninja Reflexes
    • (A) Red Fortune - Defense/Endurance
    • (11) Red Fortune - Defense/Recharge
    • (11) Red Fortune - Defense/Endurance/Recharge
    • (23) Red Fortune - Defense
    • (23) Red Fortune - Endurance
    • (50) Luck of the Gambler - Recharge Speed
    Level 12: Danger Sense
    • (A) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Recharge
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (15) Red Fortune - Defense
    • (17) Red Fortune - Endurance
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Eye of the Storm
    • (A) Multi Strike - Accuracy/Damage
    • (19) Multi Strike - Damage/Endurance
    • (19) Multi Strike - Damage/Recharge
    • (21) Multi Strike - Accuracy/Endurance
    • (21) Multi Strike - Accuracy/Damage/Endurance
    • (40) Multi Strike - Damage/Endurance/Recharge
    Level 20: Kuji-In Sha
    • (A) Miracle - Heal/Endurance
    • (37) Miracle - Endurance/Recharge
    • (43) Miracle - Heal/Recharge
    • (43) Miracle - Heal/Endurance/Recharge
    • (46) Miracle - Heal
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Knockback Protection
    • (25) Steadfast Protection - Resistance/Endurance
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    • (29) Luck of the Gambler - Endurance/Recharge
    Level 28: Smoke Flash
    • (A) Recharge Reduction IO
    Level 30: Placate
    • (A) Recharge Reduction IO
    Level 32: Sky Splitter
    • (A) Mako's Bite - Accuracy/Damage
    • (40) Mako's Bite - Damage/Endurance
    • (42) Mako's Bite - Damage/Recharge
    • (42) Mako's Bite - Accuracy/Endurance/Recharge
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (43) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Blinding Powder
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (36) Dark Watcher's Despair - To Hit Debuff
    • (36) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (36) Dark Watcher's Despair - Recharge/Endurance
    Level 38: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    Level 41: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Endurance/Recharge
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense
    Level 47: Assault
    • (A) Endurance Reduction IO
    Level 49: Super Jump
    • (A) Jumping IO
    Level 1: Assassination
    Level 1: Brawl
    • (A) Empty
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (50) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (3) Performance Shifter - EndMod
    • (3) Endurance Modification IO
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
  3. I'd go with something like SR/KM.

    Except I think I'd go instead for a KM/SR scrapper, because really, I don't think tanker is the class for an iron man tank mage type character.

    Super Reflexes works for armor (most things get deflected) and it has no penalties from being out of melee contact with enemies, nor any benefits. It simply keeps you from getting hurt.

    You get a hard-hitting ranged attack from KM as well as a ranged cone, which you can slot with the Overwhelming Force IO to keep it from being annoying.

    From there you can go for some of the options people have listed. Char, Fire Blast and Fire Ball from pyre master would be my pick, and could represent a flamethrower built into the gauntlets or something.

    That's 2 ranged attacks from KM and 3 from Pyre Mastery. With enough recharge you can easily make a smooth chain out of that, I think.

    Pick up Air Superiority (for some honest-to-goodness thumping) and flight, and I think you've pretty much got what you want.

    The only real issue, and it's a pretty big one, is that KM for scrappers has no build up, but rather a PBAOE damage boost dependant on being surrounded.

    You could go Stalker (stealth generator built into the armor, which would let you "snipe" with crits from KM's focused burst) but you lose Repulsing Torrent and go down to 4 ranged attacks.



    Really, I'd just make a blaster, go energy blast or radiation blast or something, and just build to be as tough as you can through pool powers, IOs, Mace Mastery (Scorpion Shield) and incarnate powers (Barrier looks like a force field!)
  4. Stalkers don't get the Staff Mastery toggles (they have Build Up instead) so they get Form of the Body working constantly.

    http://wiki.cohtitan.com/wiki/Staff_...rm_of_the_Body

    That's how it works. The orange rings around Sky Splitter and Eye of the Storm are the UI telling you that you have three stacks of FotB and to use one of those abilities.
  5. Thanks for posting the build, Eislor. It's given me a few ideas.

    I'm still looking for some input on my other questions, though; regarding the poison dart attacks, etc.
  6. Hey folks.

    I'm about to leave for work, but I wanted to post this first to give people the day to look at it. I've never played a Widow before and never really made a serious effort at any Epic AT, so please give me a hand. Some goals:

    - I don't need a travel power
    - I want Build-Up vs. Follow Up for conceptual reasons (ambushing!)
    - I'd like it to be as sturdy as possible for soloing and leading teams, etc. The character is a re-vamp of a Claws/SR scrapper which I found to be hellishly boring, so any insight into what the strengths/weaknesses of this character will be are appreciated. I'm willing to trade optimal DPS for survivability.

    One more thing. Dart attacks and the -Regen. I realize this is the cat's meow against AVs, but will it really make a difference against bosses and EBs?

    Thanks!

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 2: Strike -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(46)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(9)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Acc/Rchg(39)
    Level 14: Lunge -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(50)
    Level 16: Boxing -- Empty(A)
    Level 18: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(46)
    Level 20: Mask Presence -- EndRdx-I(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A)
    Level 24: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(31), RctvArm-EndRdx(34), RctvArm-EndRdx/Rchg(46)
    Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), LkGmblr-Rchg+(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(45)
    Level 30: Mental Training -- Run-I(A)
    Level 32: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Stimulant -- RechRdx-I(A)
    Level 38: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Build%(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42)
    Level 41: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(42), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal(45), IntRdx-I(50)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50)
    Level 49: Placate -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), Numna-Heal(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), EndMod-I(37)
    ------------
    ------------
  7. On my SD/SS/pyre tanker, it took every bit of recharge from set bonuses, LOTGs and three slots of recharge in hasten to get permanent double-stacked active defense, permanent double-stacked rage and permahasten; permahasten is what makes the rest of it possible, by the way. I get so much benefit from it (a lot of long-recharge powers in this build) that it was absolutely worth it for another 5 or so seconds of 70% recharge.
  8. Doctor_Xaxan

    SR versus SD

    Hey guys. Sorry it took me so long to reply to my own thread (work, finals, flu, etc. All the fun stuff.)

    I had a feeling the consensus would be: SD if you plan to go all the way, SR for instant gratification, but I wanted to hear it from the pros.

    I guess what that leaves for SR is the advantage being able to pair up with Titan Weapons and Dual Blades (or if I wanted to wait, Staff Fighting). Incidentally, I was checked the Paragon wiki and why the heck don't tankers have Claws or Katana yet? Ugh.

    Anyway, has anyone out there gone /TW? What would suck about doing this as a tanker is you wouldn't ever be able to spec out of Defensive Sweep later on, once you don't need the melee defense anymore, whereas Scrappers and Brutes can trade up to the T2 single-target attack if they want to. After all, it seems like if you don't need the defense, you're not going to miss a "Light Damage" cone when you have two other cones and a PBAOE.

    Dual Blades seems to make more sense, but I've always felt the set to be too sluggish and overly flashy, which is how I feel about Dual Pistols (and, looking at that leaked video on Youtube, how I may end up feeling about Staff Fighting).
  9. Doctor_Xaxan

    SR versus SD

    Quote:
    Originally Posted by Rangle M. Down View Post
    Defense De-buff Resistance.
    This. It's the percentage by which you resist reductions to your defense.
  10. Doctor_Xaxan

    SR versus SD

    This has probably been discussed, but searching didn't bring up anything for me and I wasn't in the game when SR got proliferated to tankers.

    SD is something I know a lot about for tankers. It's easily softcappable and has some sweet bonuses on top of that which are well known and need not be listed.

    So my question is, what advantages does SR have compared to SD? The most obvious thing is the ability to softcap sooner, but what about in the long run? Does it really shine with certain secondaries?

    DDR is something to consider, but I've managed to become almost capped on my SD/SS tanker.

    What do you guys think? What are your experiences?
  11. I responded to another thread that basically asked this same question based on this original thread, then realized I should have just responded in the original.

    I think we need to push for things that are either proliferations of existing powersets to new classes or new concepts for powersets. I actually think radiation melee/defense sets would be redundant.

    Energy Melee and Energy Aura could easily be recolored to look like radiation, and their mechanics, effects and damage type would continue to make sense. If anyone's response to this is "Yeah, but those sets suck" then that should be addressed rather than overwriting flashier concepts on top of old and busted powersets that need a buff. By all means, make Energy Melee worth playing.

    And hey, while you're at it, give Energy aura a No Pulse/Fade option for customization. What's up with that?


    It's not that I think it's a bad idea; I just think it can already be done by brushing off some older powersets. Heck, you could even make Dark Armor look like radiation if you don't mind it being mechanically weird.

    To answer your question directly, if they put it on the market in spite of all this? I'd buy it if it was cool. I think Street Justice was totally redundant with existing powersets, but I got it anyway just because it was something new and fun to play with. But I do think stuff like Titan Weapons and Staff Fighting make a lot more sense, in terms of filling available niches.
  12. Energy Melee can easily be colored green and called radiation. It even does energy damage and stuns. It even LOOKS like radiation when colored that way.

    Energy Aura is similar. It deals with different forms of energy shielding which could easily be colored green (or however you imagine radiation looking) and called Tachyon This or Gamma Ray Cloak That.

    I'm not trying to shoot down anyone's idea, but let's not forget that we can customize existing powersets.
  13. Doctor_Xaxan

    Spring Attack

    It actually sort of works for me. Because of the angle of my camera, I barely notice the teleport, because it's so short a distance and directed away from me. Obviously I see the flash and I'm aware of the "bamf" effect, but it doesn't diminish the effect.

    In my experience, leaping attacks are hard to implement, usually because of patting issues. WoW recently implemented a leap attack for Warriors after several years of trying to get it right, and there are still a lot of issues with it. Namely that the leap usually won't let you get over obstacles or change your starting/ending altitude very much, causing it to fail a lot on rough terrain.

    If it turned out that these are the same problems the Paragon team ran into, I'd rather they do it this way than implement something that only works if you're fighting on a flat surface.
  14. Without a doubt my SD/SS/pyre Tanker. With incarnate powers now, he's permanently double raged, permanently hastened, and just demolishes things while being untouchable. It's smashyness at it's very finest.
  15. Quote:
    Originally Posted by MikeRobe View Post
    And you added to it.
    Zing! Wow, you really nailed me there. With the whole "you posted in a thread you say is absurd, then so are you!" I should have known better.

    Quote:
    right, KB does not help kill the bad guys. It controls them, rag dolling them so that they cannot attack you or the team. AOE Holds don't help kill the bad guys either (except for volcanic gas, that has a minor dot) but every controller takes their aoe hold.
    You've got it backward. Control powers help kill the bad guys by keeping them locked down so that everyone else can burn them down and kill them. Knock back is often random and causes chaos. It FLINGS enemies away.

    Quote:
    Also, you'll find that almost all powers with knock in them do damage... that does help kill the baddies, right? There are exceptions of course, but the powers that knock and do no damage all have some other control in there (stun, -to hit etc). I am not aware of any power in the game that does knockback and nothing else.



    In my experience it is. If the mobs are on their back they cannot attack me or the team. If they're knocked into a wall or corner, they're still tightly packed for the fireballs. So, no, I don't trust you here.

    The scrapper would have been just fine without anybody on the team.
    I added the bold above to the "There is absolutely..." because that's the point I want to address. There are many situations where KB is a valid solution. Don't tell me you've never been in a team wipe when the tanker falls. Knock can give people time to get away. Knock can give people time to help get the tanker back on his feet.

    As for single target knock...



    Giving people crap over single target knocks that throw an individual from a "dumpster burn" is also detrimental to the team. And your energy blaster using power burst is doing twice the damage to the individual that he peels out of the group as your fireball is doing to that individual mob. Only one guy that a single-target player wants to kill does not hurt the team. Of course, given the dumpster burn pov anybody with a kb power should stand at the door and /em dance I guess.
    I don't think you read my post except to pick it apart and quote it back to me to try and score points. Read the end of it and you'll see where I suggest how I think knockback powersets could be adjusted and make everyone (hopefully) happy.

    What you're doing here is arguing from an Us vs Them mentality rather than looking at nuance. Less raging and more reading, IMO.

    Additionally, it's not my fault that "dumpster burning" is the most effective way to do missions in this game. I wish the combat system in the game were more dynamic, but it's not. Creating reasons for KB to exist as it does right now isn't just weird, it's unproductive in the context of the debate.
  16. There is some serious silliness going on here.

    Whoever said KB is a "rule of the game" analogous to the way pieces move in chess is, um, wrong. This game (like all MMORPGs) is a customizable experience and KB is not mandatory. Surely you've been on a team where there was nobody with a KB power. I know I have, and it worked just fine!

    The response to this is usually "So then just pick a powerset without KB!" which is fair, I guess, but the problem people have is that they like the KB powersets, they just don't like the KB. In other words, Energy Blasters and Peacebringers are cool, but they're annoying to most people.

    NOTE: If you are not one of those people who is annoyed by KB, please don't feel like you need to counter me by saying so. I said most people, not everyone.

    Damage, however, is a "rule of the game", and so you'll notice that EVERYONE does damage, because damage is necessary to kill the bad guys. Is Knockback necessary to kill the bad guys? No.

    Does Knock Back help kill the bad guys?

    ...No.

    (In My Opinion) people who say "Oh, psht, you just don't know how to play a KB powerset! I'm a great asset to my team because I use my KB strategically!" are overstating their usefulness. They are trying to justify their existence, essentially. Knocking things against a wall isn't as useful as you think it is, trust me.

    The scrapper would have been just fine without you.

    But flinging things away from the group? Yeah, that's detrimental. Stop. Don't say it isn't. Because that would be lying, and lying is bad. There is absolutely no good reason to fling a bad guy away from a tightly packed group of bad guys that is getting burned down by AOE.

    "I'm going to kill it in a second" does not make it less detrimental.
    "It's only one guy" doesn't make it less detrimental.

    If it's even a little bit of a detriment to the team, it's still a detriment.

    The simple fact is, this is a superhero game that has KB powers for ragdoll fun, but core game mechanics based on classic MMORPG principles: Herding, threat maintenance and AOE damage. KB runs counter to all of that, and there is no sane argument which can avoid or overcome that. This is particularly true with KB with only a partial chance to knock back, because you have no idea when it's going to happen.

    This is the important part of the post:

    If KB is to be used as a tool, then it should not be random. Powers should be either KD (or a chance to KD) or 100% KB and low damage. Like, for instance, the way it is in some of the melee sets, SS and KM to be specific. Melee characters tend to skip the KB tools because they don't make any sense for them, but why can't we apply that principle to ranged sets? Why can't we actually decide which powers are for KB utility/mitigation and which are for damage/mitigation?

    This problem doesn't need a whole new game system to bend over backwards for it. It just needs some fine tuning of the relevant powersets.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm sorry, but what's the other click power?
    Soul Transfer, obviously. Since /DA characters die constantly.

    JUST KIDDNG.

    I actually got confused with DM. Home from work today because I didn't sleep last night. Don't judge me. Edited my post, thanks for the correction.
  18. Okay, so, hear me out: Don't play Dark Armor.

    I'm coming at this from a roleplaying/concept angle, and I think you're setting yourself up for frustration here when you have some better options.

    Based on what you said about your concept goal, have you considered Claws/WP?

    Cons of /DA for you:

    - A click power that will cause you to have to redraw your claws often.
    - Doesn't REQUIRE a lot of investment of invention enhancements, but at the same time, it sort of does.

    Pros of /WP:
    - No click powers. The set runs on passives and toggles, so your claws will stay out.
    - Very end-friendly and not nearly as frustrating (not NEARLY) as /DA
    - Can be customized to have dark, murky effects.
    - Rise to the Challenge states in its description that the accuracy debuff to the mobs around you is because you're scary.
    - Lots of built-in endurance recovery will allow you to easily dip into Leadership for both the toggles and the "scare people" power.


    tl;dr: Consider going with willpower. You can get what you want conceptually and it'll be easier to play, allowing you to focus more on roleplaying and less on twitching out to stay alive and be viable.
  19. Vista, although it's been so long since I've done anything with this machine that I don't remember if it's 32 or 64. I can't even remember how to go about figuring that out. XD

    I'll take a look at these drivers, though. Thanks for the link.

    EDIT:

    Figured it out (lol google). I have Vista Home Premium 32 bit.
  20. The card I have is integrated with my laptop:

    Nvidia GeForce 7150M / nForce 630M

    I've been having some trouble lately with the game and figure I should at least scout around for an updated driver, but I'm epic confused about where I need to get it from. Nvidia doesn't have it on their site (says I need to get it from the manufacturer), but the manufacturer, HP, doesn't seem to have it on their site either.

    Surely the driver for this thing has seen an update at some point, right?

    Please halp!
  21. Doctor_Xaxan

    So how is SD/FM?

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    SD/Fire is pretty good for a Tank, but it's still just a Tank. I haven't played mine after I got my Fire/SD Scrapper to 50 since it can do everything it can with more damage.
    Pretty ballsy to come to the tanker forum and say "Still just a tank." lol

    I've seen plenty of tanker vs. scrapper comparisons in-game. Scrappers are brittle, weak and flabby! >
  22. It sounds like you got a bad roll on those sappers. They're generally not a problem for my Shield tankers because, as was mentioned above, they've gotta hit you to sap you.

    Of course if they do hit you, you're probably gonna die. So it's always a good idea to waste them as soon as possible.

    Psionic attacks are really where I find my Shield/SS main getting hurt. Particularly if I'm not paying attention and there's a Rikti Chief Mentalist or a couple Dark Ring Mistresses hanging out not getting attacked by anyone.

    The best strategy for trouble mobs is basically to target them and kill them. So you've got the right idea.
  23. For a scrapper, I think the "MOAR RECHARGE" strategy is a little more attractive, because your attacks don't (necessarily) taunt.

    For a Brute, I think it's definitely worth it to put on that extra raincoat of defense. As Gavin said, even the standard non-defense-based-AT loadout of Combat Jumping, Weave and Steadfast +3% will make a noticeable difference.

    If you can get your Smashing/Lethal defense up into the 30s or 40s with Kinetic Combat sets and other bonuses, you'll be amazed. Even in situations where enemies are debuffing your defense, they can't take you from 30-40 down to 0 immediately. So those few seconds will still be really effective for alpha strikes from mobs of Romans or assault rifle critters.

    And again, on a Brute, where you are designed to make things angry and get them to attack you, I think it only makes sense to build up some defense so you don't have to play your Brute like a blapper.
  24. I don't understand why you'd skip Heightened Senses. Surely your barbarian can occasionally duck or roll away from an attack?
  25. RISE FROM YOUR GRAVE, THREAD.

    So, after much deliberation, I have settled upon EM/WP/Soul.

    The idea behind the build I'm about to post is to have enough defense that Darkest Night will effectively softcap me against everything in its radius. I can use Soul Tentacles to keep a few guys consistently in range of RttC, and also, Dark Obliteration is epic.

    I realize EM has no particular synergy with this setup, but the goal really was to make an EM build, so I figure, what the heck.

    P.S. this will actually be a reroll of my forum namesake character (Doctor Xaxan) who has, in my attempt to capture his concept, been a tanker, blaster, controller, defender, dominator, and a corrupter.

    Am I insane? Has anyone else had this kind of pain?

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(43), Heal-I(46), S'fstPrt-ResDam/Def+(50)
    Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 8: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(40)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
    Level 12: Fast Healing -- Heal-I(A), Heal-I(13), Heal-I(13)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(37)
    Level 18: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(27)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
    Level 26: Recall Friend -- Winter-ResSlow(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(34)
    Level 30: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rchg(31)
    Level 32: Energy Transfer -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Dmg-I(43), Dmg-I(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Teleport -- Range-I(A)
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 1: Fury
    Level 4: Ninja Run