Doomguide

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  1. Hmmm,

    Earth/Emp "Level 50, check"
    Earth/Rad "Level 50, check"
    Ice/Sonic "work in progress"

    Started to look kind of spooky reading this thread again from the start when part way through the early pages I noticed I had the 3 above characters.

    The Ice/Sonic wins hands down for me for slow soloing speed or greatest difference between solo and team ability mostly cause of massive endurance issues. Prior to the pet the Earth's were dreadfully slow to solo due to kill speed but usually wouldn't run out of endurance prior to killing a spawn while set to "heroic". Killing a single minion could run my Ice/Sonic controller dry using just his own powers (thank goodness for Vet powers!). Same general trouble on my Sonic/Dark defender ... Sonic Resonance made for awful endurance issues which in turn kills speed thru a mission. Flip side is that Sonic/Dark was also part of what was undoubtly the strongest set team my group of friends and I ever ran (and I'd bet one of the strongest set of 5 AT's ever running together I've been part of ... including 5 Green Machine Emps)

    Doomguide

    Edit (with tongue in cheek): Honorable mention to my Elec/Fire blaster ... massive kill ability, utter glass canon. No doubt his kill speed is waaay faster than any of the above. Then there's all that travel time back from the Hospital while running solo, also miles ahead of any of the above Not sure how much he contributes to a team but sheesh is it night and day running with one.
  2. Yep I'd drop Bitter Freeze Ray for something else. It's good for two things: a tiny bit more damage and as an opener on low recharge builds (if you can stand the animation time). With the same total (high global) recharge you can place Freeze Ray's down considerably faster than Bitter Freeze Ray's stacking on mag quicker if need be. Use Unbreakable Constraint in Freeze Ray include the proc, grab the Apoc proc out of LS and add it in as the 6th enhancement. The two procs will bring the average damage up quite a bit, closing the gap with your current BFR slotting (and that's prior to considering you'll land Freeze Ray's more rapidly). Slot LS with a full 6 Thunder Strike to regain ranged defense lost in swapping out Basilisk's. Then I'd drop BFR and replace it with, as one possibility, Vengeance (another LotG and regains Basilisk's recharge) moving Maneuvers and Assault up so Vengeance ends up where Assault is now. While in principle I agree with Hindenburg on getting more recharge in Freezing Rain the difference is small (just under 21 seconds in your current build to 17 seconds and change in mine). Consider procs in Freezing Rain over full sets.

    Here's what it would look like incorporating the changes above.

    Doomguide

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

    Click this DataLink to open the build!

    Hail Stones alternate: Level 50 Mutation Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg(9)
    Level 4: Frost Breath -- Posi-Acc/Dmg/EndRdx(A)
    Level 6: Aim -- RechRdx-I(A)
    Level 8: Freeze Ray -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Dam%(29), Apoc-Dam%(34)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), Aegis-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(15)
    Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(50)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Freezing Rain -- RechRdx-I(A), UndDef-DefDeb/Rchg(17), UndDef-Rchg/EndRdx(17), Achilles-ResDeb%(23), LdyGrey-%Dam(37), Posi-Dam%(40)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb(23)
    Level 22: Hover -- LkGmblr-Rchg+(A)
    Level 24: Fly -- Winter-ResSlow(A)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 28: Afterburner -- LkGmblr-Rchg+(A)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Blizzard -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(50)
    Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), EndMod-I(43)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), GA-3defTpProc(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46)
    Level 47: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(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: Scourge
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(5)
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    ------------



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  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    There's nothing funny about it. Not ALL Defenders are healers, damn it. Don't you know?
    Indeed!
    Tryth "Not your Healzor" Rikti Killer!
    Thinking this build waaay too serious for this thread even if it is a complete crudtastic and total fail as a HEALZOR build.
    But anywho how to build a near utter flop of a healer.
    No HO
    No AP
    No Medicine Pool
    No AB
    No Resurrect
    And those are just the highlights. What was I thinking!

    Doomguide

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

    Click this DataLink to open the build!

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  4. December 2011 - Hard drive pushes up daisies.
    February - 2012 Exchange underemployment for even more underemployement. Thank goodness for nice tax refund but no extra for fixing computer. Laptop good for Mids to get something of CoH.
    April 2012 - Yeah! full time employment. Let friend know he can now good ahead with fixing computer.
    May 2012 - Ordered hard drive having issues ... friend sends back and gets another. Busy with life fixing progress slowed to near standstill.
    June-July 2012 - Moved to what appears to be the internet boondocks ... hopefully when computer finally running it'll be playable here. Friend and other computer savvy types reassure me shouldn't be bad for play, but maybe downloading updates etc. might take lots of time compared to what I'm used to.
    Early August - Part gets screw driver dropped on it ... aarrrggggg. Another motherboard (at friends cost) ordered. No worries CoH going strong, having fun working up in Mids all the character builds that have been accumulating with the Issues since nearly last year. Last year!
    Late August/September - Oh MY and just when it looks like the computer is no longer terminal

    Hoping like crazy to be back online before sunset arrives and that someone saves CoH for its faithful heroes.

    Doomguide
    GRETA-001 and Dark Lightning of the Headsmen
    Silhouette, Tryth, Tempest Furie and Serene Wisp of the Lethal Ladies
    and 30 more on Pinnacle
  5. I'd agree with Deacon, looks quite solid as is.

    In particular I like your final hit chance, the endred in Hot Feet and the extra buffer in your S/L defense to absorb defdebuff giving one a chance (time) to use inspires to help against cascade failure.

    Makes me wish the group of Fire/Sonics my friends and I put together a while back (i17 or i18 roughly) had gotten beyond their early 20's. We drifted off to other games and other CoX projects. The idea of a team of 4+ Fire/Sonics sounded (and sounds) ludicrously potent. Even a duo to provide mutual mez protection via Clarity should be ugly.

    Doomguide
  6. Don't have the time right now, but I'll check it out more thoroughly tomorrow.

    Doomguide
  7. So very, very many ...

    -Skating down the frozen Red River, much safer when level 6 than ...
    -Jumping over a rock on follow, landing far below in the Gulch, and getting dead from an Ogre's boulder before I hit the ground.
    -Getting totally lost at night in the woods of Perez Park.
    -The awe of watching a teammate, newly turned level 14, sail up and away in the Hollows after gaining their travel power. Not Fly as it turned out but Super Jump.
    -Seeing, as I moved along the war wall of the Hollows, a huge herd and looking up to see a Stormie, Hurricane roaring, leading them onward.
    -%&*$@#& Pumicites are fast!
    -Seeing a couple "swat team looking dudes" in King's Row and then conning some extremely purple +44 Malta enroute to ambush someone.
    -%&*#@&* Warwolves are fast!
    -Nearly falling out of my chair when the Council Boss my friend and I were fighting in IP turned into a Warwolf.
    -Seeing Lusca for the first time.
    -Another friend and I laughing hysterically over teamspeak while his character died. Did that Redcap really just toss a Goblin on his head?!?
    -Successfully stopping 30 Firbolgs solo on my Claws/SR.
    -Lining up a marching row of Council Mechs in Striga ... then racing into and thru them with Repel up and running.
    -The total awesomeness of a team of 8 Empaths blowing thru +4 foes like a blow torch thru butter long before IO's entered the picture. Long live the Lean Green Nuking Machine of RO Network's Green Machine.
    -Fighting 2 level 47 Fake Nemesis bosses to a standstill on my level 42 Broadsword/Regen scrapper.
    -Forgetting my then low 40's Claws/SR had popped Elude while hovering above a whole mess of level 52 Freaks herded up for slaughter in a dumpster. Wow did I die quick
    -All alone in the Hive, badge hunting, seeing the giant blob of jello sometimes know as Hamidon for the first time.
    -The first time I entered the Shadow Shards. Then hovering all the way to the Storm Palace.

    Doomguide
  8. Without doubt GRETA-001, my first character in my first MMO, she was and will always be the first character to experience things new to CoH. First and only to skate down the frozen Red River in the Hollows or to leap over a rock following the star ... and land waaay down in the Gulch to get instantly splattered by an Ogre's boulder. First to make her player nearly fall out his chair when a Council Boss went all Wolfie on her on a bridge in IP. First to learn how annoying the Snipers in Founders Falls could be for a level 30'ish character trying to reach the SO store contacts before they showed on the maps. First to face an AV, the Clockwork King, while sidekicked on an all scrapper team early one morning in PI. First to look upon "the big glowing blob" sitting on that badge she was after in the Hive while learning just how far a mito could fire or to look upon that large flying saucer sitting in the old Rikti War Zone and wonder ... .

    Now she faces what might be her final first. To look upon her world as it ends.

    GRETA=001
    Genetically Resequenced and Engineered for Tactical Assault
    Final Build goal:

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

    Click this DataLink to open the build!

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  9. Quote:
    Originally Posted by FlamingDragon View Post
    One thing I noticed - no Practiced Brawler? Is there any reason why you're not taking your mez protection? ... <snip>
    Indeed I would be very reluctant even in a concept build to skip Practiced Brawler. On the other hand playing around in Mids for a bit and unless one drops either Spring Attack, a Primary set attack or the Medicine Pool I'm having a hard time seeing how to fit it in. Personally out of those three options I'd drop the Medicine Pool then move things around to fit PB in by level 20 or earlier (plus of course another power to replace the second Medicine choice). Then again there's going to be a revamp of the Medicine Pool for i24 as I understand it. And welcome back, after 6 years it must seem to be all but a new game.

    Doomguide
  10. Here's my thoughts. Mind you I've zero experience with Staff as of now. I do have a lot of experience with SR.

    The build is soft capped (without Incarnate abilities) with no travel power, but would be easy to grab one with minimal change (could use Ninja Run). Will hit +3's without Tactics and +4's while Tactics is running. Food for thought.

    And welcome back!

    Doomguide

    Edit: Heh, managed to fail to post the build ...

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

    Click this DataLink to open the build!

    StaffsuperReflexes (v1.00.i23 Incarnate): Level 50 Magic Scrapper
    Primary Power Set: Staff Fighting
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Mercurial Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(23), Achilles-ResDeb%(40)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11), Ksmt-ToHit+(17)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(17)
    Level 4: Precise Strike -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 6: Eye of the Storm -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(31), FotG-ResDeb%(42)
    Level 8: Staff Mastery
    Level 10: Practiced Brawler -- Empty(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(46), Winter-ResSlow(46)
    Level 16: Agile -- SW-Def(A), SW-Def/EndRdx(21), SW-Def/Rchg(37)
    Level 18: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25), GJ-Dam%(42)
    Level 20: Dodge -- SW-Def(A), SW-Def/EndRdx(21), SW-Def/Rchg(37)
    Level 22: Quickness -- Run-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34), TtmC'tng-ResDam(34), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 26: Innocuous Strikes -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Lucky -- SW-Def(A), SW-Def/EndRdx(29), SW-Def/Rchg(37)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Sky Splitter -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(50)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Run+(46)
    Level 41: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-End%(48), RgnTis-Heal/EndRdx(48), RgnTis-Heal/Rchg(50), RgnTis-Regen+(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(15), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Heal/EndRdx(43), Numna-Regen/Rcvry+(45)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 8: Form of the Body
    Level 8: Form of the Mind
    Level 8: Form of the Soul
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Rebirth Radial Epiphany
    ------------



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  11. Quote:
    Originally Posted by Trolloc6340 View Post
    Very good information, thank you. Will I even be close to getting phantom army perma at lower levels, or is this most likely a later build scheme?
    For most I would say it's a post 50 build goal. But it depends a lot on resources, planning and effort.

    Quote:
    And if I join lower level teams and you are set to a lower level, do I lose those benefits?
    Short answer ... Very dependent on build.
    Longer answer -->

    http://paragonwiki.com/wiki/Exemplar...n_Enhancements

    Set bonuses and whether they function or not are level dependent not power dependent. Exceptions are Purple IOs and PvP IOs. A number of special IOs bonuses are treated as if set bonuses -> http://paragonwiki.com/wiki/Set_Enha...pecial_Effects Among these are the LotG +7.5% recharge. Hence, for example, a level 25 LotG +7.5% recharge will provide its recharge bonus to a character while exemplared as low as level 22 (within 3 levels of the level of the IO) and because it is treated as a set bonus will function for that character even if it was slotted into Vengeance taken as the level 49 power choice (power is currently grayed out/unavailable do to exemplar level).

    Scaling of Enhancements (greater details in the first linked article) is also a bit dependent on both exemplar level and the level of the individual IO. In particular note the 4th bullet point under the portion entitled "Observations" in the paragon wiki article.

    Doomguide
  12. Quote:
    Originally Posted by _Klaw_ View Post
    I teamed with a Claw Scrapper years ago built like this. He would just jump about a lot knocking foes down. It looked impressive back then but it would look more impressive today with ninja run and spring attack.
    Indeed though not built for range duals my own Claws could pack quite a punch at range cycling Focus, Shockwave, and Dark Blast a few issues back. Never had Torrent (she had Petrifying Gaze) but it would be an option as well. Not what she could do up close for damage certainly but hardly meager.

    Doomguide
  13. Quote:
    Originally Posted by Hopeling View Post
    If you're looking at the accuracy display in Mids, it's showing you your final hit chance. Hit chance caps at 95%, so 200% is way past what you need. But Mids, by default, shows your hit chance against a +0.

    I prefer to build for capped accuracy against +3s, where your base hit chance is 48% instead of 75%. You can adjust the base hit chance in Mids under Options - Configuration - Exemping & Base Values - Base Tohit. Replace the 75 with a 48, or whatever other number as appropriate for your goals. Then the Accuracy display will show your final hit chance against an enemy of the appropriate level.
    Are you aiming against +3's versus +4's due to an assumed level shift or just personal preference?

    Doomguide
  14. http://paragonwiki.com/wiki/Attack_Mechanics

    Where are you looking when you say " I've been aiming for 200%."? Are you looking to smack a +4 foe reliably vs or something else (and what sort of foe ... something like Carnies or CoT Spectrals will debuff you something fierce potentially and Cimes will buff their own defense)? Most of my characters will actually have both global accuracy and global to hit bonuses and in Mids I'm aiming for whatever will get me to 95+% final accuracy vs +4's. And if I'm below 90% I will be rebuilding/tweaking until I'm pushing towards 95%.

    Doomguide
  15. See this thread (if one hasn't already) about -damage.

    http://boards.cityofheroes.com/showthread.php?t=294944

    Note what I would certainly call synergy talked about between -resistance and -damage.
    Applying -resistance to a target first can make any -damage applied more effective.

    Doomguide
  16. Quote:
    Originally Posted by Kyriani View Post
    Keep in mind that only Illusion Control's Superior Invisibility and the Hide ability that all Stalkers get, will hide you from Snipers and NOTHING hides you from Rikti Drones, Rularru Observers or Knives or Artemis (though Knives of Vengeance have lost this stealth piercing ability)
    Can't recall for certain but I think the -perception of Smoke should work vs Drones etc.. You won't be totally "invisible" to the point of walking on their toes but should be able to get much closer as their perception range is normal prior to getting debuffed (they just ignore stealth values).

    Snipers simply have a very large perception value (as in 149 feet as I recall) which is why they see thru most stealthed characters. 149 - 65 = 84 >> so the typical character running Super Speed plus Stealth IO will be seen by a Sniper at 84 feet. You can also stack the +25 feet from the SG base enhancement onto most forms of +stealth.

    Doomguide
  17. I'm very much enjoying my Elec/Fire/Ice though I suspect he'll need a large overhaul come I24. Massive amount of AoE carnage most of it at arms length.

    What about /Fire draws your attention, it may provide a clue as to which primary you may enjoy most.

    Doomguide
  18. This is the current planned build for one of my Earth/Storm controllers. She historically did not have Hurricane and I have kept her main build this way. She was part of a superteam of all Earth/* which had roughly half the folks running Storm as the secondary. She tends to engage at short range/melee range (dropping her range stuff at her feet or right in front of her) and with her stuns. She used to carry Thunder Clap as well ... may have to play around a bit yet to see if I can't squeeze it in again. Hopefully it will give you some ideas although you'll have to swap stuff around for the purple sets.

    Doomguide

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

    Click this DataLink to open the build!

    Seismic Susurrus_EarthStorm (v1.00.i23 Incarnate): Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), UbrkCons-Dam%(31)
    Level 1: Gale -- Posi-Dam%(A)
    Level 2: Stone Cages -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SWotController-EndRdx/Rchg(9), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SWotController-Rchg/Dmg%(40)
    Level 4: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(43)
    Level 6: Quicksand -- Range-I(A)
    Level 8: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(9)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), S'fstPrt-ResDam/Def+(15), Aegis-ResDam(25), Aegis-ResDam/EndRdx(43)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 16: Freezing Rain -- RechRdx-I(A), UndDef-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg(17), Achilles-ResDeb%(34)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(21), Achilles-ResDeb%(34)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(31)
    Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(23)
    Level 24: Vengeance -- LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(34)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Tornado -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(36), FrcFbk-Rchg/EndRdx(36), S'bndAl-Dmg(36), S'bndAl-Dmg/Rchg(37), OvForce-Dam/KB(37)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Hold%(40)
    Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
    Level 44: Seismic Smash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46), Lock-%Hold(46)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(48)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    Level 50: Reactive Core Flawless Interface
    Level 50: Ageless Core Epiphany
    Level 50: Support Core Embodiment
    ------------



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  19. I have it once again on a high recharge version of my Claws/SR though it's currently mostly a mule for a LotG +recharge. Still won't by itself do diddly squat vs Rularuu Overseers and Watchers. Only stacked with Barrier while Barrier is itself nearly maxed will it keep you from getting pulverized by Eyeballs (or DE with a Quartz around). You have to be nearly at the defense HARD cap to actually floor Eyeballs chances to hit you (and I'm not sure you can floor the 'Praetorian' DE with a Quartz around without adding To Hit debuffs into the mix). As Pine said they have a +100% To Hit (for a net in the equation of 150% To Hit) and the Boss Eyeballs also have an accuracy buff of 1.3. If you have incarnate capped defense plus Elude you are sitting around 130% defense which is a long long way yet from what you'd need to floor their Final Hit Chance. Rebirth plus resistance is what will keep one alive vs Rularuu Eyes.

    Doomguide

    Edit: Meant to say Praetorian DE not Eyeballs ... oops
  20. Very solid be looking build. In the YMMV category I'd consider sacrificing slots (and the set bonuses in) Tactics to place 1 slot in Steamy Mist, Stalagmites and Volcanic Gases for, respectively, a Steadfast resist/+3%defense, a full 6 Stupefy and 6 Lockdown. Doing so costs some global recharge but puts you over 32.5% for ranged defense which in turn puts you within 1 small luck of the soft cap for ranged.

    Doomguide
  21. Quote:
    Originally Posted by Local_Man View Post
    <snip> Shadowfall: You have a Karma -Knockback in Maneuvers. Why not move it here, so that you will have it when you exemp down? <snip>
    Quick comment here. It's the level of the IO (in this case) which determines whether it will function while one is exemplared and not the level at which the power was taken. Make it a level 10 IO and regardless of what level the power was when taken the Karma -kb will be functional while exemplared down as low as level 7.

    Doomguide

    Edit: Same applies to the LotG +recharge ... make them level 25 and the +7.5% global recharge will apply while exemplared down as low as level 22. The Karma and LotG both function as if they were set bonuses. http://paragonwiki.com/wiki/Table_of_Special_IOs
  22. Doomguide

    Aura Controller

    Quote:
    Originally Posted by MikeRobe View Post
    Did you miss the fact that this squishy is a controller? Step 1 - control the spawn, Step 2 - Melt the spawn. Defense and resistance are not the only way to survive a spawn.
    This and his 2nd post in the thread:
    Quote:
    Pretty much, a controller that follows Tank/Melee in after they got initial aggro. Then stands around, chucking what needed debuff on main threat, while all Toggles do most work.
    He isn't planning on running solo. Mez plus with someone else grabbing the alpha/aggro and defense is nice but hardly necessary for survival.

    Doomguide
  23. DDR

    It was my first character, my first 50, my first IO'd build ... in short my main among many so I'm very comfortable with the set.

    And my defense will always be what it is.

    Doomguide
  24. Doomguide

    Time/Dp build

    Quote:
    Originally Posted by plainguy View Post
    I suggest you look up Linea Alba build that soloed ITF as it might give you some insight as well.
    Link to thread with 'Kiski', Linea's Time/DP defender.

    http://boards.cityofheroes.com/showt...ighlight=Kiski

    and one of the numerous Time/DP builds I found in my files (which in turn come from Linea's Mids Archives). No idea if this is THE build that did the ITF solo but I'm sure it's close.

    Doomguide

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

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Time Manipulation
    Secondary Power Set: Dual Pistols
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(48)
    Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
    Level 6: Time's Juncture -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-Slow%(11)
    Level 8: Distortion Field -- BasGaze-Slow%(A), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-Acc/Hold(11)
    Level 10: Swap Ammo
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(36)
    Level 18: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def/Rchg(21)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Def(25), GftotA-Def/EndRdx(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Def(31), GftotA-Def/EndRdx(33)
    Level 30: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 32: Chrono Shift -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
    Level 38: Hail of Bullets -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), Oblit-Dmg(40)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Slowed Response -- Achilles-ResDeb%(A)
    Level 49: Time Crawl -- P'ngTtl--Rchg%(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
    Level 1: Brawl -- Acc-I(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 -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Ion Total Core Judgement
    Level 50: Reactive Total Radial Conversion
    Level 50: Cardiac Partial Core Revamp
    Level 10: Chemical Ammunition
    Level 10: Cryo Ammunition
    Level 10: Incendiary Ammunition
    ------------



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  25. Quote:
    Originally Posted by plainguy View Post
    >>> But I will say if I had a choice between getting a 45 in Range defense and 0 resistance on my blaster or getting 35 Range defense and 30 resistance then I will go for the 45 / 0 option. Even Adeon Hawkwood pushes the 35% number and I just disagree. It was him and Biospark who showed me defense cap. <<<
    Some of this is, of course, a matter of how easily one can hit 35 (32.5 really) vs 45. I don't really think of 35 as being just 35 ... it's more like 35 and " 'OH these guys are trouble' and I eat a purple". Now I am 45 and also 30% resistance. The real difference in the end I think is which inspires you'll tend to want to make/keep/carry vs a nasty moment and which AT/sets your are building around. There's a significant difference in effort in getting to 45 for a Traps/Dark Blast vs a Time/DP vs an Empathy/Sonic, for instance, particularly while keeping other build goals and set capabilities in mind.

    Doomguide