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Posts
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Time Manipulation was released free to VIP, Beam Rifle, Titan Weapons, and Street Justice are all Pay to play for anyone. (VIP's do get the 400 Points/month free to help with that though)
Dark Control, Dark Affinity, and Dark Assault are slated to be released free to at least VIP.
Staff Weapons is slated to be another Pay to play set. -
Quote:Minor point, from being trained in these sorta shenanigans... Explosions are scientifically nothing more than EXTREMELY rapid combustion reactions. AKA a campfire is the same as an extremely slow explosion, and an FAE cloud going "Foomf!" is a very rapid fire. Explosions need heat and pressure to work properly, and the pressure acts as an accelerant.To end the theme on fire, check out the difference between a gasoline explosion and an RDX explosion. One is a huge, relatively slow-burning fireball, the other is a high-velocity explosive. I'm not sure if both count as fire... In fact, I'm pretty sure the high explosive doesn't. But that's kind of the point - if we view fire as meaning burning, then that leaves the door open for explosions as another theme.
Fun fact, as long as you don't kick/stomp/drop the pot on it, you can cut a chunk of C4 (common, stable explosive), light it on fire with a match/lighter, and cook over it without a threat of explosion.
Again, don't curb-stomp it while burning, though. That'll be bad. -
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Quote:Unfortunately, the cat is already out of the bag with the Concealment pool. And doubtful that it's going to go away to "protect" the Stealth classes of VEAT's/Stalkers/Warshades, and those Control/Buff/Armor/Manip sets that have sneakyness capabilities. Bet it woulda been an awesome idea in 2004! ^_^ *not being snarky, more wistful, that there's an easy solution there, had it been implemented at the start.There is no doubt that many other ATs are stepping on Stalker's shoes. Stalker is not the only AT with stealth. Hell, Stalker doesn't even have unsuppressed stealth, Brute/Scrapper do!
However, I've played other online games like Rift, LoTRO, WAR and even Allods. All of their Assassin classes can only stealth to start the fight (just like we are) and after that, they have to scrap it out just like any other melee class.
The one big difference is that those games PROTECT their Stealth class by restricting access to stealth powers. This means if you want a stealthy melee, you must create an Asssassin-type.
On that note... I wonder when we'll get any new power pools, if ever... -
Quickie for y'all out there... staring at City of Data, and trying to sort out what the rate of decay is on Fury. Can anyone help me to translate? Preferably in %Dam/Sec, but Fury points/sec works as well, as long as I can figure out what dam% 1 point of fury is equal to.
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Quote:Congrats, you're ignorance won out against my apathy for your ignorance... mainly since you started to tell other people erroneous information.Your absolutely correct.. If you cannot notice the horrendous endurance issues or the complete uselessness of Maneuvers then you don't understand the game mechanics or how to make a build.
Quote:I looked at your build.
In all honesty your over slotting, under slotting, missing key powers in both sets. You seem not to understand the game mechanics. To me it appears as if you just tossed this build together threw some slots into it and posted it up.
I would suggest you start over.. Read the link in my signature and know why having Maneuvers and weave are useless to you. Look for AR builds in general to see what the key powers are in AR. I would look up builds with Fire to see what key powers with fire are.
A simple example your endurance ratio is so bad that you might get off 2 or 3 powers before your toggles start to drop. Which I guess is okay because then you discover how useless they are to you. I will say that your resistance numbers are good at least.
This game does not work well with building a toon around a concept or a theme, unless that theme or concept just happen to be those exact power sets. EG Knight with sword and shield, a zombie with a shovel..
You build is a perfect example of this. I have a petless mastermind but I can solo 4/8 on him. You might have issues running 1/1 setting on this build.
Make the decision if you want a AR Fire toon or a concept. Because if its a concept build then do what you feel is right and forget what someone like me might think
Quote:In all honesty your over slotting, under slotting, missing key powers in both sets. You seem not to understand the game mechanics. To me it appears as if you just tossed this build together threw some slots into it and posted it up.
The initial build I posted may have missed "key powers" depending on preference, however there were no under/over-slotting, and if you look at the slotting levels, the level 50 build was built as if the toon was going to level through it from 1. But let's look at the end product (Remember, I had NO intention of fighting up-level with this guy, he's just for fun):
Positive End Recovery with all toggles? Check. Passive Drain of 1.96 EPS, and a Recovery of 2.61 EPS, yielding a net gain of .65 EPS.
Capped To-Hit on Attack Powers vs. Desired foes? Check (almost). Base ToHit of 75%, and 1 Level 30 Acc IO brings that to 101.75% (hard-capped at 95% of course) for all the non-weapons powers. Weapons powers have the Drawn Weapon Bonus, so they are all up at 106.2%, with the exception of Full Auto which is 101.3% out of the box, so boosted to 136.5% (I'm gonna stop slotting that sucker for accuracy), and Sniper Rifle has 93.75%. Oops, there's the reason for my "almost". Sniper Rifle does seem to be underslotted... however, I personally rarely use it without Build Up, which brings us up to 112.5%! And, that 1.25% additional chance to miss doesn't bother me for those occasions when I don't have BU fired.
ED-Capped Primary Attributes? Check. Since ED was designed to follow 3 even-level Single Origin enhancements of any one kind is the most efficient slotting for maximum benefit, and level 30 Common IO's are JUST below +1 SO's (34.8% Schedule A 30 IO vs 34.97% Schedule A +1 SO), I've clearly gotten that handled for my Damage, Defense, and Resist powers. The only one dodgy there is Consume, but I can't get 7 slots in there for the 3rd EndMod, and I ain't dropping the Accuracy.
So, no, it doesn't seem as if this build was thrown together, but instead slightly decently considered, with an eye and nod to playing and leveling through it, not just respec'ing into at 50 after being PL'd.
Quote:A simple example your endurance ratio is so bad that you might get off 2 or 3 powers before your toggles start to drop. Which I guess is okay because then you discover how useless they are to you. I will say that your resistance numbers are good at least. Quote:You build is a perfect example of this. I have a petless mastermind but I can solo 4/8 on him. You might have issues running 1/1 setting on this build.
As stated before, this build does have Positive Net Endurance gain, with ALL toggles running at 50 (considering the toon was at 27, he had even better end burn). But, .65 EPS isn't that impressive, I'll admit. So, why don't we see how long it takes to exhaust himself? Issues soloing 1 team member/+0 Level, No AV's, No Bosses, right? (assuming that's what you meant by 1/1, since 1/+0 is default, not 1/+1)
Caudex zones into his mission and sees a SPAWN! *gasp* For argument's sake, he's level 50, fully slotted as in the first build, and these are generic level 50 minions, 3 of them to be precise. They've all got a Perception radius of 45', meaning they won't notice the flying robot until he gets that close. fortunately, Range is a defense, and Sniper Rifle has 150' Range!
Anyhow, he maneuvers in, and then lines up on the far mob, and commences his attack chain:
Build Up > Sniper Rifle > Burst > Slug and the first one has dropped. (482.2 Damage vs 430.8 HP)
He and his buddies realized someone was shooting at them, so they've charged our aerial hero during the ~3 seconds they were aware they were being shot at. Caudex just reloads (1.122 seconds of recharge on Burst):
Burst (Build Up now expired) > Fire Sword > Air Superiority leaves the next one flat on his ***, with only 47.99 HP remaining... and he's in a damage aura. It'll take 5 tics, or 10 seconds for him to suffer the 57.3 points of damage to kill him, but we'll functionally ignore him and move on to #3.
Burst > Slug > Air Superiority > Burst takes 5.94 seconds to deal 415.91 damage, and 2 tics of Blazing Aura push him into defeat.
So, approximately 20 seconds, 3 even-con Minions down. Granted, this does assume they make it to you from being 150' away... but as I stated, with a Perception of only 45' you could move in closer to them, so they run less, and when you swap to melee attacks 5.346 seconds in, they'll be in range.
But wait! What if it's a Lieutenant? Caudex Gundam is a Honey Badger... he doesn't care. He does the same thing (bearing in mind LT's have a 50' perception range).
Build Up > Sniper Rifle > Burst > Slug > pause > Burst (end Build Up) > Fire Sword > Air Superiority will drop our Lt mob, since he can't take 870.356 damage with his 857.5 Hit Point pool. But, now we've got that minion left, and he's in melee!
Burst > Slug > Air Superiority > Burst... wait a minnit, that looks like the last chain's finisher for the 3rd minion! So, we know he's gonna die as well, thanks to the glory of a damage aura.
Yes, the chains could be altered for better soft-control... but they are functional as is. However, they don't mean jack squat if:Quote:...you might get off 2 or 3 powers before your toggles start to drop.
So, then, not only did we NOT drain ourselves of endurance, dropping the "useless toggles," but we even have enough to do the whole thing, AGAIN.
So, we still have this:
Quote:...the complete uselessness of Maneuvers then you don't understand the game mechanics or how to make a build. Quote:Again I go back to my previous comment about Maneuvers and Weave. If you understood the game mechanics and how defenses work you would have seen how useless these powers defense wise are for the build. Quote:...your toggles start to drop. Which I guess is okay because then you discover how useless they are to you. I will say that your resistance numbers are good at least.
Maneuvers, Weave and Hover raise defense vs. all (M/R/A and S/L/E/N/F/C/P) by 11.15%, and I'm usually running around with the veteran End/Def pet out (granting 2.5% Base Def), so that 13.65% Defenses, which are subtracted straight from the ToHit chance, yielding a 36.35% chance for the Mob to land an attack on Caudex. That changes getting hit with every other attack to seeing nearly 2 out of 3 missing. In numbers, for 10 attacks of 100 points each, a blaster would normally take 500 points of damage, or ~42% of his HP. With the paltry 13.65% defenses added on, those same 10 attacks would average out to 363.5 damage, or only ~30%. That's a hefty jump. Plus, the 49.3% S/L resists that you actually approved of further reduce those thrown rocks to being only ~15% of the Blaster's HP, which seems to be some decent mitigation, and NOT useless. And, this is not even considering that this is a Hover-blaster, so generally only kiting in for melee and the vast majority of attacks faced are the mob's weaker and slower cycling ranged attacks.
But, as you said, useless expenditure of endurance/power pick/etc.
Oh, and this is ignoring that Assault/Maneuvers are also team buffs, so the moment you stop soloing, you're helping anyone close to you with an additional 10.5% Damage buff and 3.56% Defense buff (which, while small on it's own, it's greater than the Steadfast/Gladiator's Armor IO's, and given the amount of +Def most people tend to go for on both SO'd and IO'd builds, regardless of AT, a useful additive. Especially if they are "just" shy of that 45% number, or to be used as a hedge versus DefDeBuff).
Plus, it's concept (wait, I wasn't supposed to bring concept into this). Giant robot mecha are generally sturdier/more resistant to hits or have some sort of shielding protecting them. Also, they're usually in a militaristic enviroment, and so having [Leadership] abilities would be fairly useful, to better aid/lead their comrades.
However, I'm sure I've spent far too long on this, none of it will make an impact, since you'll pro'ly just skim, see the word vomit and sum it up as:
Quote:TL:DR. Lrn2Ply, nub. j00 sux -
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Quote:Heh... just out and out remove the Stealth pool? Intriguing.You know the reverse is also true if they turn Stalker into buff/debuff stacking ATs. So it's either you make Stalker a Melee DPS specialist or you turn them into another Corr/Defender with awesome buffs/debuffs or controls through Demoralize.
Whichever direction they buff, it's going to push Stalker closer to other ATs.
One thing I have to say is that I wish they could have just let Stalker have Stealth and nobody else can have it. This way Stalker will always be unique "enough". Now that everyone has access to stealth, they can easily "skip" this Stalker AT.
Other games "protect" their "assassin class" by restricting "stealth" abilities.
Leaves Stalkers (VEATS too), and then any powerset with a stealth power as the only sneaky characters. Then VIP's/T7 Premiums would have another advantage, since they could still stack SS+Stealth IO.
Sets with Stealth within the powerset:
Arachnos Soldiers
Arachnos Widows
Cold Domination Controllers/Corruptors/Defenders/Masterminds*
Dark Armor Brutes/Scrappers/Tanks
Dark Affinity Controllers*
Dark Miasma Corruptors/Defenders/Masterminds
Devices Blasters
Energy Aura Brutes/Scrappers/Tanks*
Illusion Control Controllers/Dominators*
Stalkers
Storm Summoning Controllers/Corruptors/Defenders/Masterminds
Warshades
*assuming eventual proliferation of all possible sets.
I'm intrigued and would like to know more. Wonder where you'd put Phase Shift though... relegate it to a complete Temp power? -
Quote:This is this sarcasm thing I've heard about, right?Willpower has a taunt aura, so you could go either way. I'd probably favor a scrapper in this case, but that might be because I've been playing a lot of Brutes lately.
It's too bad Katana/WP doesn't synergize well. Katana AoE is only okay and WP doesn't offer any extra AoE damage. It's sad that Parry isn't as strong with typed defense builds since it doesn't cover both smashing and lethal defense. -
Not delusional. CJ grants better air control, regardless of how you wound up in the air.
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Quote:Fix't.I've been waiting for this for years myself too. For now the closest I have for "psychic melee" is the Mind/Energy Dom with purple pompoms of doom(minus the doom since it's a dom though
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Because smashing/lethal isn't resisted by anythinglol. Each damage type has strengths and weaknesses, with Psi being 1 of the 2 with the least amount of PLAYERS being protected against. I have a Mind Controller at 50, I don't remember any problems with robots. I also have Mind/Psi Doms, a psi blaster, etc, don't remember any brickwalls from certain NPC types
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I forget the rankings exactly. But Psychic is 3rd or 4th most resisted by NPC factions...
Think the least is Neg Energy, or Cold. -
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Shadow Maul, Dark Consumption, Soul Drain. 3 PBAoE's.
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What were these rules? *for those of us who don't stalk Steelclaw*
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Quote:Genius. Thank you.Errant, I know that you're already in your late 20s but maybe Beam would be a better fit? I like the swords idea though - too bad Ice Manipulation only has Ice Sword.
Dammit, now I need to find a new Primary for /Dev... *mutter mutter*
So, this for rough framework? My Beam/Dev is only 10ish right now, so unsure on power choices... grabbed them all.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Single Shot -- Acc-I:30(A), Dmg-I:30(15), Dmg-I:30(21), Dmg-I:30(36), EndRdx-I:30(43), RechRdx-I:30(48)
Level 1: Ring of Fire -- Acc-I:30(A)
Level 2: Charged Shot -- Acc-I:30(A), Dmg-I:30(15), Dmg-I:30(21), Dmg-I:30(36), EndRdx-I:30(40), RechRdx-I:30(46)
Level 4: Cutting Beam -- Acc-I:30(A), Dmg-I:30(5), Dmg-I:30(5), Dmg-I:30(34), EndRdx-I:30(39), RechRdx-I:30(43)
Level 6: Disintegrate -- Acc-I:30(A), Dmg-I:30(7), Dmg-I:30(7), Dmg-I:30(31), EndRdx-I:30(39), RechRdx-I:30(40)
Level 8: Aim -- RechRdx-I:30(A), RechRdx-I:30(9), RechRdx-I:30(9)
Level 10: Fire Sword -- Acc-I:30(A), Dmg-I:30(11), Dmg-I:30(11), Dmg-I:30(37), EndRdx-I:30(43), RechRdx-I:30(48)
Level 12: Lancer Shot -- Acc-I:30(A), Dmg-I:30(13), Dmg-I:30(13), Dmg-I:30(36), EndRdx-I:30(40), RechRdx-I:30(46)
Level 14: Hover -- DefBuff-I:30(A), Flight-I:30(50), EndRdx-I:30(50), Flight-I:30(50)
Level 16: Build Up -- RechRdx-I:30(A), RechRdx-I:30(17), RechRdx-I:30(17)
Level 18: Hasten -- RechRdx-I:30(A), RechRdx-I:30(19), RechRdx-I:30(19)
Level 20: Stimulant -- IntRdx-I:30(A)
Level 22: Aid Self -- IntRdx-I:30(A), EndRdx-I:30(23), EndRdx-I:30(23), Heal-I:30(25), Heal-I:30(25), Heal-I:30(31)
Level 24: Assault -- EndRdx-I:30(A)
Level 26: Piercing Beam -- Acc-I:30(A), Dmg-I:30(27), Dmg-I:30(27), Dmg-I:30(34), EndRdx-I:30(39), RechRdx-I:30(46)
Level 28: Consume -- Acc-I:30(A), Dmg-I:30(29), Dmg-I:30(29), Dmg-I:30(31), EndRdx-I:30(37), RechRdx-I:30(37)
Level 30: Tactics -- EndRdx-I:30(A), ToHit-I:30(48)
Level 32: Overcharge -- Acc-I:30(A), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(33), EndRdx-I:30(34), RechRdx-I:30(45)
Level 35: Personal Force Field -- DefBuff-I:30(A)
Level 38: Vengeance -- DefBuff-I:30(A)
Level 41: Temp Invulnerability -- EndRdx-I:30(A), ResDam-I:30(42), ResDam-I:30(42), ResDam-I:30(42)
Level 44: Force of Nature -- RechRdx-I:30(A), RechRdx-I:30(45), RechRdx-I:30(45)
Level 47: Fly -- EndRdx-I:30(A)
Level 49: Burn -- EndRdx-I:30(A)
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Level 2: Swift -- Flight-I:30(A)
Level 2: Health -- Heal-I:30(A)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(3), EndMod-I:30(3)
Level 1: Brawl -- Acc-I:30(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I:30(A)
Level 2: Rest -- RechRdx-I:30(A)
Level 4: Ninja Run
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Oddly enough, the Devs may have heard some of our cries. While I've not run it yet, I've seen guides for the TPN Incarnate trial, where you need to do ST damage only, in order to not kill neutral civilians in the area. A nifty wrinkle...
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Then here, for a 5 minute stab at making a more "optimized" build for this combo. Note: not ALL toggles would be run while soloing.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Burst -- Acc-I:40(A), Dmg-I:40(9), Dmg-I:40(13), Dmg-I:40(34), EndRdx-I:40(46)
Level 1: Ring of Fire -- Acc-I:40(A)
Level 2: Slug -- Acc-I:40(A), Dmg-I:40(9), Dmg-I:40(13), Dmg-I:40(34), EndRdx-I:40(46)
Level 4: Combustion -- Acc-I:40(A), Dmg-I:40(5), Dmg-I:40(5), Dmg-I:40(31), EndRdx-I:40(43)
Level 6: Hasten -- RechRdx-I:40(A), RechRdx-I:40(7), RechRdx-I:40(7)
Level 8: Combat Jumping -- Krma-ResKB:30(A)
Level 10: Fire Sword Circle -- Acc-I:40(A), Dmg-I:40(11), Dmg-I:40(11), Dmg-I:40(23), EndRdx-I:40(43)
Level 12: Assault -- EndRdx-I:40(A)
Level 14: Buckshot -- Acc-I:40(A), Dmg-I:40(15), Dmg-I:40(15), Dmg-I:40(31), EndRdx-I:40(43)
Level 16: Build Up -- RechRdx-I:40(A), RechRdx-I:40(17), RechRdx-I:40(17)
Level 18: Flamethrower -- Acc-I:40(A), Dmg-I:40(19), Dmg-I:40(19), Dmg-I:40(31), EndRdx-I:40(40)
Level 20: Blazing Aura -- Acc-I:40(A), EndRdx-I:40(21), EndRdx-I:40(21), Dmg-I:40(23), Dmg-I:40(37), Dmg-I:40(37)
Level 22: Stimulant -- IntRdx-I:40(A)
Level 24: Aid Self -- IntRdx-I:40(A), EndRdx-I:40(25), EndRdx-I:40(25)
Level 26: Ignite -- Dmg-I:40(A), Dmg-I:40(27), Dmg-I:40(27)
Level 28: Consume -- Acc-I:40(A), RechRdx-I:40(29), RechRdx-I:40(29), RechRdx-I:40(34), EndMod-I:40(36), EndMod-I:40(37)
Level 30: Tactics -- EndRdx-I:40(A)
Level 32: Full Auto -- Acc-I:40(A), Dmg-I:40(33), Dmg-I:40(33), Dmg-I:40(33), EndRdx-I:40(50), RechRdx-I:40(50)
Level 35: Burn -- Dmg-I:40(A), Dmg-I:40(36), Dmg-I:40(36)
Level 38: Hot Feet -- Acc-I:40(A), EndRdx-I:40(39), EndRdx-I:40(39), Dmg-I:40(39), Dmg-I:40(40), Dmg-I:40(40)
Level 41: Web Envelope -- Acc-I:40(A), EndRdx-I:40(42), Immob-I:40(42), Immob-I:40(42), Immob-I:40(50)
Level 44: Mace Beam Volley -- Acc-I:40(A), Dmg-I:40(45), Dmg-I:40(45), Dmg-I:40(45), EndRdx-I:40(46)
Level 47: Scorpion Shield -- EndRdx-I:40(A), DefBuff-I:40(48), DefBuff-I:40(48), DefBuff-I:40(48)
Level 49: Vengeance -- DefBuff-I:40(A)
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Level 2: Swift -- Run-I:40(A)
Level 2: Health -- Heal-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- EndMod-I:40(A), EndMod-I:40(3), EndMod-I:40(3)
Level 1: Brawl -- Acc-I:40(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 4: Ninja Run
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Wow... Yeah, that's a lot of Venom... Think you can pull your head outta your ***? I might be able to hear you better.
I see minimal if any over/under slotting... and I'm aware I'm missing key powers from both sets... it's a ******* concept. Assault Rifle and Fire Manipulation are pretty non-synergistic, since one wants to Cone Spam (out of melee) and the other wants to live in melee for all the tasty PBAoE's.
I'm attempting to steer away from the OMNI-gun concept of AR/ and keep with only actual "bullet" powers. The Fire selections are just for the Laser Sword/Awesomeness Aura/Thrusters. Sorry you've gotten your head wrapped around ZOMG I HAVE TO BE T3H Ub3R +4/x8!!! HAXOR! This isn't it. Feel free to ignore, and go be a smug shite elsewhere. Personal attacks are certain to win you friends and influence people.
My suggestions to you... Start over. Look at this and think maybe someone knows what they are doing, and maybe they are trying something different. Take the time to investigate and see if you can't offer some sort of constructive criticism.
And if you can't... be silent. -
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Quote:Think kinda an amalgam of Scrapper/Stalker/Blaster. Use your controls as your Armor, mezzing the painful/trouble mobs, and then killing the other ones. On my lowbies, before I have every mob AoE control, I hold one, then tab and start killing another, swapping back to keep that one mezzed as needed/recharged.Rather than asking what the best power combinations are, or how to best build one, I'm going to ask all you experienced dominators out there how the dominator is supposed to be played. What mindset should I have, what goals on teams should I try to achieve? How does one balance support and damage without crippling them both?
On a team it's much the same role, but aided if there's a meatshield to piss things off for you. Also, on AV's, you will often be looked to for not only damage, but crowd control/immobilize to keep them from running all over the map once debuffed (especially if toggled).
Otherwise, it's pretty simple... mezz All the Things, then KILL ALL THE THINGS! -
Whoops, thought I had dropped Brimstone, wasn't an intentional ommission. And correct on AAO as well, I forgot it has -Dmg.