DreadShinobi

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  1. Quote:
    Originally Posted by Gilia View Post
    Defender's with TA are going to dominate the AoE -res game. In other words, they will make their teammates do more damage to entire groups than most any other AT/Powerset is going to. It's not by too too much, however. Disruption + Acid Arrow will results in -40% damage resistance. Most of the other sets get -30% from a single power.
    Quote:
    This is only true in some situations.

    You can only get 40% if ALL of the following are true:
    - Two powers (which need to be slotted separately) are used
    - There are fewer than 10 enemies (Disruption's target cap)
    - All enemies are within Acid Arrow's teeny tiny radius (8 feet)
    - All enemies are hit by Acid Arrow (as it requires a to-hit check)

    In many situations, the resistance debuff advantage is either very slight or nonexistant. I certainly wouldn't describe it as "dominating."
    This. Also forgetting about Cold? Sleet is -30% resistance, can be slotted with achilles heel for a chance for -20% more resistance debuff, and can be double stacked, that has the potential for -80% resistance debuff over a very large radius, and also features a very important lingering debuff, so that even if an enemy leaves the area of sleet or gets shoved off the target cap on sleet they will still be tagged with that debuff. Stormies can do the same, although they don't get the beast of a power Heatloss for another -30% resistance and clockstopper (-300% rchg) that can be used once every minute and a half which turns out to be up whenever you would ever really need it.

    Furthermore TA lacks a solid -regen power. EMP Arrow is nice, but just isnt up enough compared to the likes of LR/Benumb/HE etc, and has a rather unfortunate drawback.

    I'm not saying TA is bad, but the moment you look at Sleet it is hard to say TA still has an outstanding advantage with 3(Three!) powers it needs to equal 1 power in another set.
  2. Hey thanks all, just got home after a very looooong but fun weekend
  3. Quote:
    Originally Posted by Bronze Knight View Post
    Well you could drop it on there foot for a small mag 2 stun.
    Heh, beat me to it. xD

    As for the set itself, redraw would be pretty important to adress, good dominator sets are fast sets with quick animations, this idea, while very good, has the natural problem of possibly having long animations or being weighed down by draw/redraw just because of the way weapon sets work.
  4. It is indeed bugged in pvp as well, definitely not WAI. I'd bug it.
  5. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Yeah, I don't think I can make it, so pushing it back a week should be the best option.
    December 4th at the usual time sounds good to me. Does this work for the other team?
  6. DreadShinobi

    Question...

    It's been done by a DM/Shield on my server.
  7. DreadShinobi

    SM/FA or FA/SM

    Stone Melee and Fire Aura is a pretty endheavy combination. Brutes deal more damage than tanks, therefore take less attacks to kill their enemies, therefore you use less endurance. It might not be huge but it is worth mentioning.
  8. Quote:
    Originally Posted by MechaCrash View Post
    Oh yeah. Just to make sure nobody makes the same mistake I did: if you want Hami-Os, remember that there's a 24 hour timer on taking that reward. So don't bring the same character to both raids or you'll miss out.
    Do people still take the hamis from these? Much better Hami:Merit Ratio on the RSF or STF. STF gives 37 Merits, 16 less than the hami raid so the hami is better here and the RSF gives like 5 merits cause devs hate villains so taking the hami there is a shoe-in
  9. Quote:
    Originally Posted by Leandro View Post
    Hissing powers are no match for cute powers.
    Cute? Those little demons are hazards.
  10. DreadShinobi

    Three Dark/Darks

    I'll second the idea of going Shield Defense. DM, FM, ElM are all good choices for primary.
  11. Quote:
    I have 0 intent to solo with him. He's meant for teaming and not just any teaming. I use him for speed runs, master runs, anything where he happens to be just the right piece.
    For speed runs, unless you have something against the power, you will want SS and CJ. Ranged Defense is still completely viable without hover/fly. For master runs too, the stealth and -threat component in SS is invaluable.

    For Master runs, more specifically the STF and RSF Sonic Cage is beast for the last mission of both of those TFs.

    0 Endredux in Sonic Barrier/Haven will make your endurance bar cry every 4 minutes on full teams.

    7.8 x 2 x 7 = 109.2 endurance used over 18.62 seconds. That's 5.865 EPS. After toggles you have 1.11 spare recovery.
  12. Quote:
    Originally Posted by SonicRemedy View Post
    . I would like to softcap S/L with the shield cause going for ranged I feel like I would give up too much. Have to wait for I19 for that XD Thanks again for the advice.
    Well this build is just shy of the S/L softcap, and still gives you Mu mastery for the endurance tool. I used your build as a model so the power selections are the same, though slotting is now geared towards more of a focus

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

    Shadowfall Sonic - I19: Level 50 Technology Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Dark Blast
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    ------------
    Level 1: Sonic Barrier RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
    Level 1: Dark Blast Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(31), Cloud-%Dam(33)
    Level 2: Sonic Haven RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 4: Gloom Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(34), Cloud-%Dam(34)
    Level 6: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 8: Disruption Field EndRdx-I(A), EndRdx-I(9)
    Level 10: Aid Other HO:Golgi(A)
    Level 12: Sonic Dispersion RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 14: Aid Self HO:Golgi(A), HO:Golgi(50)
    Level 16: Tenebrous Tentacles Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(17), Posi-Dmg/Rng(29), Posi-Dam%(31)
    Level 18: Tough S'fstPrt-ResDam/Def+(A), GA-3defTpProc(19), S'fstPrt-ResKB(19)
    Level 20: Night Fall Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27)
    Level 22: Weave LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Hover LkGmblr-Rchg+(A), Ksmt-ToHit+(25), LkGmblr-Def(37)
    Level 26: Clarity Range-I(A)
    Level 28: Sonic Siphon Acc-I(A)
    Level 30: Torrent SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(36), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(37)
    Level 32: Liquefy LdyGrey-DefDeb/Rchg(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-Rchg/EndRdx(45)
    Level 35: Life Drain Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Nictus-Acc/Heal(40), Nictus-Heal/HP/Regen/Rchg(40)
    Level 38: Moonbeam SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(48)
    Level 41: Power Sink Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(42)
    Level 44: Charged Armor RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 47: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Tactics Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), EndRdx-I(50)
    ------------
    Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift Flight-I(A)
    Level 2: Hurdle Jump-I(A)
    Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod/Rchg(3), P'Shift-EndMod(5)
    ------------
    Set Bonus Totals:
    9% DamageBuff(Smashing)
    9% DamageBuff(Lethal)
    9% DamageBuff(Fire)
    9% DamageBuff(Cold)
    9% DamageBuff(Energy)
    9% DamageBuff(Negative)
    9% DamageBuff(Toxic)
    9% DamageBuff(Psionic)
    27.9% Defense(Smashing)
    27.9% Defense(Lethal)
    6% Defense(Fire)
    6% Defense(Cold)
    11% Defense(Energy)
    11% Defense(Negative)
    6% Defense(Psionic)
    16.9% Defense(Melee)
    8.5% Defense(Ranged)
    6% Defense(AoE)
    35% Enhancement(RechargeTime)
    45% Enhancement(Accuracy)
    13% FlySpeed
    186.9 HP (18.4%) HitPoints
    13% JumpHeight
    13% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Immobilize) 9.9%
    9% (0.15 End/sec) Recovery
    66% (2.8 HP/sec) Regeneration
    3.15% Resistance(Fire)
    3.15% Resistance(Cold)
    13% RunSpeed
    4% XPDebtProtection






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  13. You have nice respectable all around defenses. You may however want to consider trying to get soft cap(45%) to either S/L or Ranged defense, the difference between 38% and 45% defense is HUGE.

    If you're just using dark mastery for DC and the Shield I would go Mu mastery instead for Power Sink and the Shield. Power Sink recharges 3x faster than Dark Consumption. The shield is arguably better as well.

    Dark Embrace: 42.9% S/L, 23.4% NE/Tox, Charged Armor: 42.9% to S/L/E.

    Energy damage is a bit more common than negative. That may vary depending on what content you do, but is still a decent generalization, especially considering the higher number on the Energy damage in CA vs the negative energy in DE.

    A 3rd option is going mace mastery for the S/L defense and tossing a couple more slots into Tough. You will still get very nice resistances with Sonic Dispersion and Tough and cap out your S/L defense with alot less effort. No endurance tool in Mace Mastery though mind you.

    Are you aware of the prices on some of the IOs in your build? The Panacea Proc is worth a ton but definitely isn't as good as it is worth. The Glad Armor proc is also worth alot, but is more cost effective.
  14. Quote:
    Originally Posted by Obitus View Post
    Yeah, great thread. Seems like you're just about on pace to tie the 35-AMerit Gladiator unique, in terms of return on investment.

    Can't help wondering what that Nanowrimo thing is, even though it's off-topic.
    Gladiator's Armor: 3% defense IO is only 30 merits. Oddly enough the Shield Wall 3% Resistance costs 35 merits. Go figure.
  15. I'd give a nod to these sets:

    Cold/Sonic -- biggest resistance debuffs in the game, things will melt.
    Rad/Sonic -- Similar to Cold/Sonic. Blooms earlier, but not as potent in the end. Can be more survivable.
    Kin/Archery or Kin/Rad -- straight damage

    A nod to Traps also because of how laughably easy it is to softcap defenses.
  16. DreadShinobi

    I'm back...

    Quote:
    Originally Posted by Undead_Cyborg View Post
    In Vent Liquid said-

    "Some of the best sausage I have ever ate was in San Fransico."

    That will be all.
    Impending backlash makes responding to this very questionable.... hmmmm. Pass. xD
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    Does that include your own?
    I've never felt a detrimental lack of survivability from playing fire blast compared to other blast sets.
  18. Also keep in mind that with the recharge alpha slot you can indirectly increase your damage output. Even if your ML is perma, your attack chain is flawless you can still get the recharge alpha slot and sacrifice some of your recharge set bonuses and get more +dmg bonuses or other things that might interest you. It is worth looking into and experimenting with.

    For example my Scrapper will be going the recharge alpha slot route, however because I can ditch some of my recharge set bonuses and and a couple Recharge IOs I had enough room in my build for 18% more damage buff. (10.5% from ditching a lotg slot for assault, and 7.5% from other various +dmg set bonuses that I squeezed out with the extra slots I got and reworking +rchg sets into sets with +dmg). And my recharge will still be better than it is in my i18 build.
  19. Quote:
    Originally Posted by deadboy_champion View Post
    Fire has no forms of crowd control.
    Corpses can't fight back.
  20. DreadShinobi

    Damage Dealers

    Quote:
    Originally Posted by Savos View Post
    Geez, I never noticed that. Guess I'll have to change my attack order then and prioritize Howl before Siren's Song.

    It still does quite respectable damage at damage cap, something like 1/2 of Howl (essentially just the energy part).
    Yeah, then you look at the discrepency between Siren's Song damage and Fire Breath's damage and notice fire breath does almost 4x more damage, which a 15% resistance debuff just can't make up for unfortunately. Really when looking at Sonic's damage you need to factor in what it will be doing for your team mates damage, instead of worrying about your personal AoE damage.
  21. Quote:
    Originally Posted by icemanstryketh View Post
    We all know how you roll: sit in a monkeyfarm for 5 hours like everyone else did.
    Whole 'nother wave of people that don't know how to play their toons :P Although it won't be as bad as when AE first came out.