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Posts
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Secret World, Arcadia server when it comes to MMORGP's for me - I've been playing it for a while. The presence of both linear and non-linear quests where you actually have to think is a nice change of pace to the spoon-fed stuff other games feature today. The way you can focus on one character and progress for a long, long time if you branch out in the different trees also appeals to me. Lots and lots of achievements too, of course. While the PvP is fairly tilted in favour of one faction on my server of choice, the open zone is fairly fun at the moment.
Other than that? Battlefield 3, hoping they won't screw up BF4 with another console-port, Borderlands (2?), Killing Floor... And some single player stuff. -
The Secret World - Arcadia, Dragon as far as MMORPG's goes, I enjoy the modern setting with the dark undertones. Reminds me of the old Swedish RPG Kult before religious groups forced authorites to alter its content. Other than that it'll be Battlefield 3, Killing Floor, Borderlands (maybe 2), Mass Effect/Dead Space/Deus Ex/Dragon Age series.
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Anything with knockback protection is a gamechanger for AT's without the easy-mode toggle/clicks for status protection. While the straight up IO's from Karma, Steadfast Protection and Blessing of the Zephyr comes to mind, I have to say that Gladiator's Armor and Fury of the Gladiator usually covers what I need for knockback protection in three slots while actually helping the power I'm slotting! No need to use slots as knockback protection mules with these sets.
Mostly playing defenders, the damage procs - all and any - have had given slots in my builds. I'll probably have to revise this after the changes, but having two damage procs in each AoE (Positron's and Javelin Volley) really made a noticable difference in larger spawns for my defenders. Low base damage makes anything extra shine much brighter.
On the same page, the two -Resistance IO's from Achilles' Heel and Fury of the Gladiator really are great. It's quite noticable on hard targets when they grant themselves a -20% resistance debuff - even more so if they happen to stack! I'm a bit worried that the upcoming changes to procs will gut the fun from Radiation Infection with it Achilles Heel and Short Circuit with Fury of the Gladiator. -
Quote:Since you won't get 95% defence from enhancements but rather something like 57% (barring any Alpha slot) due to defence being on enhancement schedule B, the PBU'd Farsight yields about 32% defence instead of 36.66%. Still, it is really easy to soft-cap with minimal investment in IO's.Shriek, Scream and Howl are indeed your key attacks in Sonic although some of the other attacks are borderline. Shockwave offers an additional AOE attack if you slot it with the KB3KD IO, it's not great damage-wise but it does have a large area and if you use it after Howl it'll benefit from the resistance debuff (as well as giving enemies another stack of it). Shout is nice as a strong attack but the cast time is stupidly long which is why a lot of people skip it.
Siren's Song is a great power for soloing but isn't much use on a team, so whether you take it will depend on your preferences.
Amplify and Dreadful Wail aren't that great now but I would definitely pick them up in I24. In the case of Amplify the change to PPM mechanics for procs means that if you slot it with a Gaussian: Chance for Build Up IO it'll have a 90% change of giving you a 130% damage boost instead of 50%. Combine that with the crashless Dreadful Wail and you've got a strong combo.
I don't really care for Fighting on a Defender, I'd much rather take Leadership to help the tema but YMMV.
The nice thing about Time though is that if you pick up a Power Boost effect (either Power Build Up, Power Boost or Radial Clarion) and use that right before casting Farsight you can pretty easily soft cap without Fighting.
For example PBU has a 98.34% power boost effect so for Farsight you'd get: 12.5% * (1 + 0.95 + 0.9834) = 36.66% Defense. Add in Maneuvers (5% Slotted), Combat Jumping (2.5% unlsotted) and one of the 3% IOs and you can hit the softcap easily.
Alternatively it's pretty easy to build a Time for the softcap without Power Boost and then use the Power Boost to get you closer to the Incarnate Softcap.
If you're a player that's used to tearing up spawns at x8 solo, Sonic blast can be a pain. The lack of AoE is extremely noticable (to me) when running on higher settings. While Time manipulation will allow you to pull off stupid stuff due to being an incredibly strong powerset, it will feel like Sonic blast is keeping you from making use of all that survivability. The so-called "spawn shutdown" from Siren's Song is false advertising; with 10 target cap you will still miss a lot of enemies with it and the rest will be notified of your awareness. The 10 target cap on your only reliable AoE - Howl - makes even a 14 enemy spawn slow to wear down solo. While a more useful nuke is on the horizon, I do feel it's necessary to point out that the lack of AoE in a game that rewards mowing down masses of NPC's can make the combination feel lackluster. -
I would like to know if anyone has tried this combination? As far as I understand, you can soft-cap your pets fairly easily provided my understanding of the +Def procs are correct. This is my real question; how does the Call to Arms-proc work - if slotted in Tornado, is it active all the time or just when the Tornado is active?
Command of the Mastermind (purple): +10% (+15%)
Edict of the Master: +5%
Call to Arms (Tornado): +5%
Maneuvers: +4.1%
Steamy Mist: +5.9%
Totals: +30% defence
Each pet has at least 9% defence of their own (at least 10 from level 24+), meaning you're at a solid 40+% pet defence once Tornado is slotted at 35 and at 45+% after hitting 50 and purpling out the ATO proc. This of course depends on if Tornado needs to be out for the proc to work. Add in Hurricane and it should be a safe but endurance-intensive ride. -
If you have those superior ATIO's you can really strengthen your build. Instead of going with all six in one power I highly recommend splitting the set over two powers with three IO's each - this'll give you a total of 10% Smash/Lethal defence from just two powers. Utilize this to move slots arounds and perhaps swap a few sets I recommended. I didn't include any in the build suggestion since they may be hard to come by. Also, I'm really happy to hear you're going for Physical Perfection since I do believe that'll be more helpful than Laser beam eyes - look at the build I'm using for slotting ideas.
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Below is what I'll be running on my Street Justice/Willpower brute. Without accolades its about 2250 hp, regen with one enemy in Rise to the Challenge is about 70 hp/sec, with 10 it's about 113 hp/sec, and defence numbers are decent. Add in accolades and Vigor alpha slot, and you'd be looking at 140-ish hp/sec with ten enemies in melee with 2600-ish hp, 80-ish hp/sec with only one enemy. Without Vigor, Accuracy is a bit low against higher level enemies.
Code:Looking at your build, if you want Laser Beam Eyes - slot is as a real attack, right now it's just eating two slots for no good reason. Choosing to go with three powers from flight *and* getting a total of nine attacks kind of hurts your survivability due to a lack of slots. Slotting Resurgence with recharge (or even taking it) is planning to fail and die - there are inspirations that can get you back up if needed. The end mod slotting is enthusiastic but it won't save you from sappers whereas defence could help, if they miss you won't get drained.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1566;703;1406;HEX;| |78DA7554CB72124114ED09430881040804F2E41512124808545C6B19F3A858A10A4| |4CD92C2A425638D403168CCD21F72A396EE7D95FA05BE75A52E7CEC7D8C97B9C784| |72CAAEA44EDFD3F7F63D7DA6E9E28D35EFADCD9BA784E239A3D70CA3BADABED691A| |ECAAE261BBBD22184F09EDEAB5DAD353AF11D4DD75D4484AC946A51EA52E656DBB5| |035D6BD4234CAEC9CBB261C85C37B7D53C906D31546A36F5DC8656DFEF509AD78AB| |665AD4581EF6FB027DBC6BED60A58F156E3BA666897345DEB1C8EAFB7B4DDDC7A43| |B6EB87D562CDE8C8F6212B1C23212BF4FF202C304C55940892AAE82B03CF31AA15C| |6C215C2822A5E74D315ABC629A23449ABC25B51ACB5748CE3749271A1CCFCC205C6| |876194523F05FD54F41B463F3FFA65D0EF11D538B8C6E9F8D16771FE9F8CE15F8C6| |3BF8126E344B782F025553959ABC309ADFDD0D89F601C86D627D4C7056D2E681B80| |B601681B84262F34BE2670F3FE7DEE513EE3A09FB110647C45AB1E68F0C08F09F83| |5759E7109FE3C260D43AC410C65B9D71B029F3268D5FB509F42DD1CEAD2D8EF29D5| |07E055E036D78FDC01DE650CDD03DE670C1BECD95B0A83AC5304E3BCA69021A3D03| |36AD2100E6222384D048E4EC1C9289C8CCE303E2335E370741C8ECEC0D1141C4DFD| |73BBDE114C62FF49389980933321209C5649CB3472A7911B456E1CB971E43E272D3| |16889414B1C5A12D09280966568719395493892842361EA398B2F3E8B9E73E83187| |DE5EAA9BE71C757E1DBF849384D3F4A537395EDE029E650CD0BE599C258B7D17B1D| |F22CEB2883EEF292B87AF9283AE0F047970F908F7FA429746817E6589F3BE1D730E| |05B726731188DBB4845BF6B5B77E9EEBBFF772E83DA51EBD22F4D7BD25191B93B73| |1051BB362634ED8988D2EA36C741973DBB65A528FDE17A1588CDB7FF47A981F8F5F| |3BF353CFFC73CFDC1A3B7448930F69967BE6D61889D0A17BB3FF3BFE004E1F1423| |-------------------------------------------------------------------|
I'd suggest running with something like this - and do consider getting accolades for extra sources of +hp! It makes a large difference, as you can see in the numbers I cited for my build. For alpha slot, I'd go with Vigor or Nerve - the build below is light on accuracy, in my opinion. While both of them provide extra accuracy, Vigor provides more hp/regen/better end management while Nerve improves defences. Personally I prefer Vigor on my Willpower, but taste varies.
I'm a bit torn about suggesting procs, since I haven't had a look at the new mechanics for how often they trigger. At any rate, I hope this helps with some survivability that you will have a hard time getting without adding defence on top of your regeneration.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
mysteryman: Level 50 Mutation Brute
Primary Power Set: Street Justice
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam:40(5), Numna-Heal/EndRdx:50(21), Numna-Heal/Rchg:50(23), Numna-Heal:50(23)
Level 2: Sweeping Cross -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-%Dam:50(11)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(13)
Level 6: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(15), Numna-Heal:40(33)
Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 10: Fly -- Flight-I:50(A)
Level 12: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(45)
Level 14: Boxing -- Empty(A)
Level 16: Combat Readiness -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(27)
Level 18: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(29), Numna-Heal:50(34)
Level 20: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(33), Zinger-Dam%:50(33)
Level 22: Quick Recovery -- EndMod-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(40), RctvArm-EndRdx:40(42)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(43)
Level 30: Hover -- LkGmblr-Rchg+:50(A)
Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(39)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(40)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), LdyGrey-Rchg/EndRdx:50(46), LdyGrey-%Dam:50(50)
Level 47: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50), KinCrsh-Rechg/EndRdx:50(50)
Level 49: Afterburner -- LkGmblr-Rchg+:50(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: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-Heal:50(43), Numna-Regen/Rcvry+:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Again, that's not how probability works. Since there's only a chance for it to trigger, let's see how often it does *not* trigger - the complementary event to this would be that it triggers at least once. Let t=0 start at a proc check and let t=60 be the last check of a minute; this is actually 61 seconds but it will illustrate the point. So, checks against the 20% chance will occur at t=0, t=10, t=20, t=30, t=40, t=50, t=60 - in total seven chances in the time frame selected.
Probability of the proc *not* triggering at a given time is 100%-20% = 1-0.2 = 0.8
The chance of the proc *not* triggering in a number of consecutive checks is 0.8^(number of checks), with seven checks this gives
0.8^7 = 0.2097 (rounded off to four decimal places)
This is almost 21% - so there's about 21% chance you get no benefit at all from your slotted proc during 61 seconds with time stated as above. Looking over 120 seconds and still including the endpoints t=0 and t=120 as a proc chances this comes out as
0.8^13 = 0.0550 (again rounded off to four decimal places)
In two minutes and one second, there's a 5.5% chance you won't see the proc trigger at all. Or, saying we have 1000 people playing within the given time period with a slotted proc, 55 people may not see a proc trigger during a 121 second period. The other 945 players may have it trigger at least once or more pushing the benefit above the expected average numbers.
I have no luck with random events, so I avoid procs for hp/end like the plague and instead rely on global bonuses like the Miracle: +Recovery or Numina's Convalescence: +Regen/Recovery. To ever state that a proc always performs spot on the average values for each individual is a dangerous thing to do; to say that it should provide the stated benefit over time for the whole population using it is a whole other matter.
Oh, and I'm sorry for thread-jacking but things like this really gets to me, since people may end up slotting based on chance instead of reliability and see how it fails them when it's needed the most. -
I really don't know where to start, dazedandconfused, but... Sticking to game mechanics, that's not exactly how these procs work - they check only every 10 seconds at the moment. Some of the proc mechanics is getting reworked and I believe the Panacea and Gaussian mentioned will be included in those changes. Also, I'm afraid that's really, *really* not how mathematical statistics works. If the person who told you so teaches somewhere, please get them fired giving that example as proof of incompetence.
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This is a sample build of what I'm currently working on. It can definitely be improved here and there, but the highlights are decent defence numbers, 80+ hp/sec regeneration with one enemy in Rise to the Challenge including accolades with a solid base recovery.
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Thank you for the suggestions, Telperion - unfortunately I had already finished most of the build I was working on when I noticed your post, so I decided to largely stick with the original one. As you pointed out, I had some set bonus over the cap so I replaced a couple of Gladiator's Strike with Mako's Bite. Moving the proc's to attacks I use regularly was also a minor change compared to the original build. My attack chain is typically Blinding Feint - Thousand Cuts - Power Slice - Typhoon's Edge - Sweeping Strike - repeat. Having a damage proc in every attack used seemed like a decent idea.
Regarding the PvP-IO's, I had them all in storage so it was no major investment in time to get hold of them for me. Also, after running at 50 I noticed that I don't really *need* more recharge, so I switched my Alpha slot for Nerve - partly because I usually don't slot Nerve and partly to cover up the lack of Accuracy since I'm using an exemplaring build with 33's.
Having Dull Pain permanent would be nice, but at the moment I'm just not feeling the hits coming through enough to ever really remember using it at all. Then again, I've never been much of a Hasten-fan and this combo seemed to be working well enough without it. If the primary set would have had shorter animation times, I probably would've felt as if there was a gap in the attack chain without adding more global recharge or Hasten
Having notorious bad luck, I also went with straight End mod for my powers that take it - I don't feel comfortable taking a chance on whether the end I need it ticking in fast enough. I also used Enhancement boosters to increase the end cost reduction on some of the 30's and 33's. If I would've used higher level sets this probably wouldn't have been necessary, but I like the idea of being able to exemplar down to 30 while still maintaining almost all defence and having decent end management.
The "sturdy" build I went with is in the data chunk below, I think I'll use the suggested recharge-focused build for my second build slot.
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Hello all, I recently revived this character. I normally play defenders so anything with status protection is easymode by comparison, which is why I'm at a loss of what to do with this build. I'm currently working for the build posted below, but any feedback would be appreciated.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Starfollower: Level 50 Natural Brute
Primary Power Set: Dual Blades
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Power Slice -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), P'ngS'Fest-Dmg/Rchg(5), GS-Dam/End/Rech(5), GS-Acc/Dmg/End/Rech(40)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Ablating Strike -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), GS-Dam/End/Rech(9), GS-Acc/Dmg/End/Rech(40), GS-%Dam(43)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(46)
Level 6: Typhoon's Edge -- SBrutesF-Dmg/Rchg(A), SBrutesF-Acc/Dmg/Rchg(9), SBrutesF-Rech/Fury(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dam%(13)
Level 8: Blinding Feint -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(15), GS-Dam/End/Rech(19), GS-Acc/Dmg/End/Rech(42)
Level 10: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam(34), ImpArm-ResDam/Rchg(36)
Level 12: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 14: Kick -- Empty(A)
Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(17)
Level 18: Vengeful Slice -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21), GS-Dam/End/Rech(23), GS-Acc/Dmg/End/Rech(42), GS-%Dam(43)
Level 20: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(37), Aegis-ResDam/Rchg(39)
Level 22: Tough -- GA-End/Res(A), GA-Res/Rech/End(40)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(31)
Level 26: Sweeping Strike -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Dmg/Rchg(27), Erad-Dmg(29), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-%Dam(43)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(50)
Level 32: One Thousand Cuts -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/EndRdx/Rchg(33), SBrutesF-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Superior Conditioning -- EndMod-I(A)
Level 41: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46)
Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50), LkGmblr-Rchg+(50)
Level 49: Unstoppable -- GA-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Level 1: Fury
Level 4: Ninja Run
Level 50: Agility Core Paragon
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I enjoy watching these videos more than I enjoyed the game for a while... Good stuff.
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Hehe, nice fake video. Love the Assassin's Creed games.
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This is a lepre-con, at that price.
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Thanks DarkGob! I joined PinnBadges and sent the guy who set the motd a tell, hopefully I'll get unmuted one of these days.
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Hey there Pinn-heads,
me and a couple of buddies have started up some alts over on Pinnacle. Since population is a bit low at the times we're usually on, I hope to get some suggestions on global channels to use in case we'd like to throw any TF's together. It's always good to have some places to advertise on.
If you know any good public channels on Pinnacle, please post it here or send me a tell on @Evilmeister so we can get some teaming going during hours more suitable for Europe. Thanks in advance! -
I expect that Beta prices are more likely be adjusted after items are removed from the Online store. This is to ensure some profit is made on certain bundles, while others may end up at the same pricing point in total. While I understand current Beta prices are steep, I won't make any purchase decisions based on those numbers. Personally, I do however appreciate the weak dollar and Euro, which has made me pick up packs I haven't bothered with previously while buying some extra game accounts during the sale.
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Thanks, I'll give that a whirl! We didn't find much fun last Saturday despite quite a few kilometers of walking to our disappointment. Lots of restaurants that closed around midnight, give or take an hour, but not much else. Missed out on the absinth bar on Weinmeisterstrasse too after five hours of walking since they were just closing, we were not amused.
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Hey all, I'm headed down to Berlin from UmeƄ in Sweden for a week or so starting tomorrow (Saturday 4th). If there are any fellow CoX-players who'd like to meet up for a beer or two that'd be fun. Days are pretty much full with work-stuff for the week but the evenings are largely open.
Send me a tell to @Evilmeister or just leave a message in my in-box here.
Cheers! -
"The big four", Tool, Serj Tankian, In Flames, Disturbed, Ayreon, Dia Psalma, Clawfinger - and bands related to these on Spotify for more random stuff. Other than that, house/trance-type music from time to time.
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This particular power has appeared to be obscenely broken for quite some time. It looks like it's substituting the ToHit roll with the players own base ToHit + acc modifiers that they may have active through set boni for instance. Even more annoying is that it gives the AoE-effect as well, which me and a friend noticed when duoing in the 40's Tina McIntyre arc hero-side running at our regular +0x8 at first until we had to drop it down to a boring +0x1 to keep the debt from rolling in.
Defender duo, traps and kinetics - we were both running tactics. Damage boosts affecting us translated into this power *and* all the Traps set pets that could hit us did as well with ticks hitting almost simultaneously from four sources (two players, force field generator, acid mortar) or more if more mortars or even seeker drones had been placed. Add to this more than one original enemy tagging us with Particle burst and the incoming damage became ridiculous.
My favourite was when my buddy who was running the traps died - went to hospital in Peregrine and proceeded to be killed again since the power was still active on him. I'm avoiding the revamped Tina McIntyre arc again for that reason, even if this happened months ago and may have been subject to minor changes. Once it's been properly fixed it may be more than a huge waste of time.
This falls into the same category of broken as the autohitting mez/debuff from Tarantula mistresses; I've never seen a ToHit roll being made for their version of Scramble thoughts, nor have I really seen it miss even from stuff 20 levels lower than their target - and that power packs a powerful combination of shutting down debuff toggles, -ToHit and -Defence. -
Those numbers doesn't make sense, unfortunately. It'd mean that the average character ever created holds 1,33*10^9 inf (or ten times more if you add seven zeros). That's assuming no character having been deleted since they're stating it's held by player characters 2011. As soon as you start removing any one of those 42 million characters created, the average inf per character goes up. An error of the magnitude 10^3 seems much more plausible to me just judging by that.
Quote:Commas and points are both SI-standards for decimal separators, which is also why they should never be used in large numbers. That's what thin spaces are for.I see the comma being used for decimals now and then, but it's not the convention we use where I am. Another reminder that things we may believe are standards often aren't. -
Bloody trivial names - and short scale people not even thinking twice about it! As noted by Bladesnow, there are two different conventions for this thing - numbers were probably given in long scale while he converted it to actual numbers using short scale notation.
Judging by the number that's obviously out of order - experience earned - the numbers cited are off by 10^3. I'd rather believe that the overall experience earned leaves the average created character at level 25 (373 809 exp) than at level 2 (374 exp).
5,6*10^13 inf in the game seems way more plausible, which is why scientific notation should be used whenever there's a chance to cause confusion. Whether or not that excludes bids made for storage, some people hold a disproportionate amount of the stated total inf judging by this thread. While that's not surprising, it would be fun to see a curve of number of global handles vs inf held by global handles. -
Does this mean they've fixed it so that Seeker drones will proc properly with the Cloud senses chance for damage again as well? That broke way back, /bugged it several times but I dont' think it's been fixed. It was nice when it did work since it'd hit *all* targets with the proc once the seekers blew up before, that behaviour might've changed of course.