Erhnam

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  1. Quote:
    Originally Posted by Sailboat View Post
    What's S/M?
    A typo

    I meant S/L
  2. I dont care about the shadowy effects...a wolf doesnt look appropiate for this set to me.. not as level 32 power...
  3. Thats very helpful, indeed. Yesterday I started compiling a list of story arcs (I'm not going to do EVERY contact, I'm happy with doing every story arc) and I noticed a few things:

    - Only 2 arcs form level 5-9? (Both of them in the Hollows)
    - The intro arcs (Twinshot, etc) are not included
    - First Ward is not there
    - There are no Story Arcs from 25-29??

    I'm trying to find a contact guide for First Ward. I will share my list once I finish it, if anyone wants it.

    I started yesterday my StJ/WP scrapper, too, for this. So far she is level 6, just finished AE intro and Twinshot arc, and she is ready to head to the hollows!
    As Blue Centurion said, I had to stop XP at level 4 to finish all the intro arcs (and get atlas saviour badge!), then kill a few mobs to hit level 5, then twinshot called me. I should also do one or two sewers runs, for the bonuses (and the badges!)

    As a note of interest, I made 2 macros:
    /option_set NoXP 1 //This will turn off XP gains
    /option_set NoXP 0 //This will turn on XP gains
  4. In the end, I rolled a scrapper (the brute will be Dark/Dark). Now you can keep discussing mechanics, which I find quite valuable to help me understand the game a bit more
  5. Thanks for this, I will play with mids a bit more once I get home
  6. Quote:
    Originally Posted by PleaseRecycle View Post
    Looks pretty good, here are some things that come to mind. I'd lose the nucleolae across the board, you already have some accuracy slotting from the KCs as well as several 9% global bonuses (or bonae, if you will). If you wanted to get downright jaunty you could use dam/end/rech pieces, but the obvious alternative is mako's quads.
    Good point! Changing them right now

    Quote:
    Originally Posted by PleaseRecycle View Post
    I would not slot quick recovery so heavily. Two common endmods should be sufficient unless you're really sure you're going to be having end problems. My own experience with SJ and WP independent from one another indicates that it isn't actually that costly a combination in endurance terms.
    Mmm I'm not sure about the power consumption. I read that StJ was end heavy, so I wanted some extra recovery. Once I get it rolling I will check how it behaves, and if end is not an issue I will free some slots from here

    Quote:
    Originally Posted by PleaseRecycle View Post
    I assume this is a "final build" because you definitely want to take combat readiness while leveling up. Build up is one thing but CR is just awesome, in a "use as often as possible" kind of way.
    Yes it is a final build When levelling I always take what I feel I need at that moment. If CR is that good, I will pick it sooner in the final build too (probably instead of boxing) for exemplaring purpose

    Quote:
    Originally Posted by PleaseRecycle View Post
    Oh, and I don't remember exactly what the four slot bonuses are for numina and miracle, but I do remember that I slotted mine in the same powers as you but decided fast healing could do with only three slots of it while RTTC would be better off with three miracles and a common heal. I just checked and the fourth slot of each of them is a healing bonus. For willpower that does literally nothing at all so yeah, replace the heal/rech with a common or drop the slot.
    Doesnt the +% heal bonus help with regen and max health? I thought so (the same way healing enhs work on these powers). If not, I will surely change something to free slots

    Quote:
    Originally Posted by PleaseRecycle View Post
    Further, you can drop the posi's blast dam/range and lose a tiny amount of damage while gaining a slot.
    Thanks for the tip! That slipped out of my mind. If I free more slots I will put a Gaussians in CR to grab more sweet bonusses, and/or putting some more damage/procs on heavy blow and dark blast


    Thanks for the input! Very appreciated
  7. Quote:
    Originally Posted by Chyll View Post
    I'd suggest turning off Cloak of Darkness so we can get a better look at the Dark/Dark build.....
    Lol :P

    I decided to reroll as brute (already levelling a fa/tw tank) 30mins after posting the thread, but I dont know how to change the main title :P
  8. This sound freaking awesome and interesting. I guess you are also doing the safeguard missions?

    My question is: Do you have a list or something similar, of each contact, levels, etc? I would really like to try something like this, but I dont think I will dare without a checklist or something similar to a contact guide
  9. Hi!

    This is my project of StJ/WP, which I will roll as soon as I get my monthly point to buy stj

    I was trying to softcap S/M, but after some playing with mids I got this build, which is a purple insp away of capping, S/L/E/M, I guess thats better

    Anyway I could improve this? Money is not an issue, except for pvp ios (for now), and I dont mind slotting purple sets IF they help improving some point of interest (like helping getting the last few % for something)

    Im not sure if the numbers of regen and recover are fine. This is my first serious scrapper (my only melee toon is a SOed fire/fire tank which I rolled during I3), so any advice would be welcome. I went with soul mastery because of Shadow Meld (and to have a ranged attack in case I need it), but not sure if Body Mastery would be better

    Anyway, this is the build. Any suggestion and comment is more than welcome

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(7), Mrcl-Heal/EndRdx(7), Mrcl-Heal/Rchg(9), ResDam-I(9)
    Level 2: Sweeping Cross -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Acc/Rchg(15)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(33)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), T'Death-Dam%(46), HO:Nucle(48)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25), Ksmt-ToHit+(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(27), Mrcl-Heal/Rchg(29), Mrcl-Rcvry+(45)
    Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(46)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(48)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 26: Shin Breaker -- Achilles-ResDeb%(A), KntkC'bat-Acc/Dmg(36), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(46)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40)
    Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45), HO:Nucle(48)
    Level 35: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), LkGmblr-EndRdx/Rchg(43)
    Level 44: Combat Readiness -- RechRdx-I(A)
    Level 47: Resurgence -- RechRdx-I(A)
    Level 49: Confront -- Mocking-Taunt/Rchg(A), Mocking-Taunt(50), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 6.44% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 11% Enhancement(Heal)
    • 27% Enhancement(Accuracy)
    • 43.75% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 271.1 HP (20.24%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.2%
    • 11% (0.18 End/sec) Recovery
    • 74% (4.13 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Toxic)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Heavy Blow)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Steadfast Protection
    (High Pain Tolerance)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Miracle
    (High Pain Tolerance)
    • 2.5% (0.04 End/sec) Recovery
    • 25.1 HP (1.87%) HitPoints
    Eradication
    (Sweeping Cross)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Cleaving Blow
    (Sweeping Cross)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Reactive Armor
    (Mind Over Body)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    Kinetic Combat
    (Rib Cracker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Indomitable Will)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Miracle
    (Rise to the Challenge)
    • 2.5% (0.04 End/sec) Recovery
    • 25.1 HP (1.87%) HitPoints
    • 5% Enhancement(Heal)
    Positron's Blast
    (Spinning Strike)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Resistance(Toxic)
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Shin Breaker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Heightened Senses)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Crushing Uppercut)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Devastation
    (Dark Blast)
    • 12% (0.67 HP/sec) Regeneration
    • 30.12 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Shadow Meld)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mocking Beratement
    (Confront)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



    Code:
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  10. Quote:
    Originally Posted by Lulipop View Post
    I'll put my bid.

    1 level 1 Dmg Resis Training Enhancement. It can be combined twice to make it 1 ++ and maximizes your toon. Trust me, it's the best offer you've got on the table.
    I bided a level 2 dmg TO before you. Yours is the second best offer
  11. Market forum --->
    I bid one level 2 damage TO
  12. He (she?) wants a musician widow and a sorceress fortunata
  13. Thanks for everything, you gave me a lot of insight with this "discussion" and I think I learned a lot of thing

    Im still undecided, but I will probably roll a scrapper, since Im also rolling a dark/dark which will be a brute (and anyway I still need to wait for my paragon points to buy StJ)
  14. Great job!

    I dont have time to fully read it now, but I will surely do along the day. One quick comment: Seems you forgot Ice Domination as secondary? Is a beast set, with ally +def buffs, aoe stealth, +recovery buffs, and killer debuffs. It may very well compete with Radiation as AV killer
  15. Quote:
    Originally Posted by PleaseRecycle View Post
    The brute can do it too, but unless the previous spawn was right there it feels like I forgot to take off my foam #1 mittens after the big game. Going through an elevator is usually enough to take some of the wind out of my sails even with build up, so fickle a mistress is fury. Three metaphors in two sentences is approximately sufficient to convey the extent to which I prefer scrappers' flat, high damage to brutes' constant flux. But don't get me wrong, the brute is fun too. I just think this combination would be better off on a scrapper.
    Ah now I get what you mean Thanks!
  16. Quote:
    Originally Posted by PleaseRecycle View Post
    The only advantage WP brutes get over WP scrappers is hit points. Well, okay, if you fully slot HPT, MOB, SOW and tough for resistance then when SOW is up you're looking at 82% s/l resistance which the brute can have and the scrapper cannot. This is available two fifths of the time, when it is available it's not that big a deal, and using SOW isn't always desirable in the first place since it does have a crash. Point being, the survival bonuses for brutes are pretty marginal barring the most extreme and specific conditions.
    These were my thoughts exactly

    Quote:
    Originally Posted by PleaseRecycle View Post
    For another, consider that the scrapper can hit build up and immediately drop a spinning strike or crushing uppercut on a spawn or boss at full effectiveness.
    I dont get this. Why the scrapper can do that and the brute cannot? Sorry if this sounds noobish, I'm just back to work from the Christmas break and I'm still trying to put my brain in an active status :P


    Thanks for your feedback!
  17. What would you choose and why? Mostly for soloing, and some TF/iTrials

    I have the feeling that the scrapper would be faster, but im not sure if the hit points difference between both ATs will make WP a lot better for brutes
  18. Yes, you can re-allocate your slots (but only in the same server)

    And whatever you unlock as premium, you keep it
  19. Thanks everyone!

    I have the Defense LotG on the shields for the 10% regen. Since I have no way of healing myself (other than insps), I thought it was a good choice. And if Im going to buff someone, I can do it better

    I like hoverblasting. Swapping hover for CJ is not an option. I know it would be better, but my concept wants hover

    I also like Flash. Is my only hard AoE control. Granted I have a lot of aoe control with PA + Spookie, but I really want this.

    Ive been playing a bit with mids, cannot post the build now, but my goals:

    - Short term: replace snowstorm for frostwork with an IO healing. Since I dont use SS, I may very heal heal my phantasm when he starts eating AoEs

    - Long term. Replace Ice Blast and Ice Storm for their respectives purple sets. Move the chance Build Up from Decimation to SW. Remove all slots from Spectral terror (I wont need the recharge any more), and add a damage IO to blind, a Acc/damage HO in SW, full slot sleet with 4xprocs(3 damage, one -res)+acc+rech. Remove Kismet from Hover (get a lotg +recharge from SI/AF/epic shield) and put it there. I think I can also remove one or two slots form hasten and have it perma, so I would probably add more damage somewhere, or the posi proc to Ice Storm.

    Sorry if that sounds like a mess, Im writing this from memory since I dont have access to mids right now, but I spent some time yesterday following the wise advices you guys have thrown at me


    I know Im not doing too many sacrifices, and I could get a build with more defense with some power changes, but really Im loving my power choices, and they fit what I have in my mind for this character.


    And im having a hell of fun with it Hit 50 yesterday and I'm half done through the incarnate unlock arc! Woho my first incarnate char!


    Again, thanks a lot for your time
  20. Thanks for your opinions! Already made my TW/WP brute, seeing that seems to be the right choice.

    As for my DA/ Tank, I like the idea of MA, KM, DM. But im not sure how important will be having a end recovery skill, like the one in DM. This may be the seller for me, although I'm not sure about the damage capabilities of DM
  21. Hi,

    I usually play ranged/support/control characters, but lately Ive been thinking on making some meleers, since I also enjoy being there and protecting the squishies

    I want two characters:

    One will be Titan Weapon and Willpower.
    The other will have Dark Armour and ???. Initially I was thinking on pairing it with Dark Melee, but I'm open to suggestions. No Fire, I already have a Fire/Fire tanker. It seems that DM is pure single target damage with just a cone for aoe

    Now, I want at least one tanker. I dont mind if the other is another tanker, or a brute. I dont want a scrapper right now, although is not completely discarded. I like helping and protecting my team, thats why I thought on a Tanker first, but then I remembered that a Brute is also almost as tough as a Tank

    What would you choose and why?

    If slotting is going to be taken into consideration, budget is ample (but not unlimited). If I enjoy the character I will put almost anything there. Im not going to pay for damage purple sets or pvp ios which cost anyway from 400mill-2bill (at least, not yet). But anything below that is acceptable

    I just went VIP recently, so not sure if I will incarnate them. That will depend on how much I enjoy them

    So, what are your thoughts?
  22. Quote:
    Originally Posted by Laevateinn View Post
    Drop snowstorm for frostwork (it's actually quite good in the softcap era, and gives rare toxic res). Sleet should be slotted for rech, not procs - it is your main offensive multiplier and with good recharge slotting you can shave another 4-5 seconds off the recharge.
    Will play a bit with sleet then. You are probably right that I will get ore damage from having it more frequently than just adding procs.

    Quote:
    Originally Posted by Laevateinn View Post
    Replace your spectral terror slotting with Glimpse of the Abyss, which has better bonuses overall. I don't see anything else that can be done without significantly changing the slotting, using incarnate powers or increasing the budget.
    Cant do that yet, im at the 5-bonus cap for recharge Is on my TODO list once I remove a 6.25% bonus from somewhere (slotting a purple set, probably)

    Quote:
    Originally Posted by Laevateinn View Post
    Long-term, getting an apoc and ragnarok will allow you to remove the 4 slots from spectral terror entirely - it needs no slotting at all beyond the default slot. You can then get a purple damage proc in Blind and another damage proc in either SW or ice blast.
    Never thought of that, thanks! 4 more slots will allow me more playing room

    Quote:
    Originally Posted by Laevateinn View Post
    It is tricky to hit 45 defense on Ill/Cold, since on this combo you take most of the primary and secondary (so you have very little room for fighting pool, unlike Rads and kins). That's a goal reserved only for the most capable builds.
    I'm not fussed about hitting the def cap. It would be nice, but I dont get hit that much. And it case I do...thats why I have hibernate

    A bunch a helpful suggestions! Thanks!
  23. I'm not sure what I want...right now I solo fairly well... im soloing at x0+3 with np, but sometimes I get into teams going +1/x6 and can solo spawns, depending on the enemy. I guess until I dont get to 50 and finish slotting I wont see what I'm lacking

    I like most of my power selections. When soloing I keep SI on, and just send PA-Spectral Terror-Sleet-Ice Storm. Then I start Hoverblasting: Blind-SW-Blast-SW. I throw some deceives if there is something worth confusing, a particular dangerous enemy, or just a mob that is annoying me.

    In teams I swap SI for Arctic Fog, and mostly same tactic applies.

    Flash is used as a Panic button (although is not really great with the longish animation)

    The power that I *never* use is Snowstorm.

    What would I like? Probably a bit more defense *just in case*, or more Damage to speed the soloing. Perma HeatLoss would be nice too, but I think I can work with 10 seconds of downtime. So I guess my priorities would be Damage>Defense>Recharge, unless someone can advice something different

    About budget...Im still learning the market fu, but I think Im having enough success at it. The above build is complete, everything waiting for me to be 50 (well, everything I couldnt slot yet, mostly the purple sets). The next step to improve it would be damage purple sets, if I enjoy the char enough to warrant it Im not keen on spending 2bill on a single enhancement (not yet, at least)

    Thanks for answering!