Garber

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  1. Freezing Rain can house at least 3 damage procs. They all have a chance to fire every 10 seconds which gives it a heck of a chance to hit lots of baddies hard, randomly.

    Take it, Slot it, Love it.

    -Garber
  2. Have you unequipped your Alpha slot and gone back to just a regular incarnate? I would imagine that you can create as many as you want as long as you have all the components. But I would imagine you may have to have your slot empty to do it...

    Just a suggestion...

    -Garber
  3. Great, thanks for the help!

    -Garber
  4. A quick question about Dark Armor and this proc. Since most of the status effect powers baddies have can be covered by a few of the DA toggles, would it be beneficial to slot this IO in a power? ....I can always sell it for some good inf, but I'm in no way hurting right now.

    Thanks in advance!

    -Garber
  5. Awesome! Thanks for the help guys....I have 6 built up respecs, so I plan on playing around with my build before deciding on 1. It seems like you both got to the same result, one with more attack and the other with more Recovery and Regen.

    Thanks again!

    -Garber
  6. Great. Thanks for the feedback.

    I went with Maneuvers and Tactics because of the ST team aspect. At these levels and the amount of debuffs the other group members have...it might be overkill. So, I will be removing Maneuvers and Tactics (and I can sell my Gaussian's for a pretty penny)...but you really think losing Permafrost is a good idea? I can do without Static Discharge...but I figured extra Res was good. Plus it has the Slow resist....

    Also, when messing around with Mids...after changing the extra slot in my ST Melee's to a damage...it puts me way over the ED cap. So I might make the extra slot recharge...or accuracy.

    Thanks for the help...this is a hard build to get right (I know there is no "right") but I think I'm close with your help.

    Thanks again and feel free to toss in any other advice... here is the revised build.


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Frozen Armor -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(3), GftotA-Def(3), GftotA-Def/EndRdx(5)
    Level 1: Stone Fist -- S'ngH'mkr-Dmg/EndRdx/Rchg(A), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Acc/Dmg(7), Acc-I(9)
    Level 2: Hoarfrost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal(9), Mrcl-Heal/Rchg(11), RechRdx-I(11), RechRdx-I(13), Mrcl-Rcvry+(46)
    Level 4: Chilling Embrace -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(13), TmpRdns-EndRdx/Rchg/Slow(17)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Permafrost -- ImpArm-ResPsi(A), ImpArm-ResDam(15), S'fstPrt-ResDam/Def+(17)
    Level 10: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), Acc-I(21)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx(23)
    Level 14: Icicles -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(25), Oblit-Dmg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(42)
    Level 16: Super Jump -- Jump(A)
    Level 18: Glacial Armor -- GftotA-Def(A), GftotA-Def/EndRdx(43), Ksmt-Def/EndRdx(43), Ksmt-ToHit+(46)
    Level 20: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Acc/EndRdx(29), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(31), ExStrk-Dam%(45)
    Level 22: Boxing -- Dmg-I(A)
    Level 24: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), RechRdx-I(31)
    Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(33), RechRdx-I(34), DefBuff-I(37)
    Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(42)
    Level 30: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), RechRdx-I(36)
    Level 32: Hibernate -- RechRdx-I(A)
    Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(37), ImpArm-ResPsi(45)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), Acc-I(40)
    Level 41: Tremor -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Rchg(45), Dmg-I(48)
    Level 44: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(46)
    Level 47: Mu Lightning -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(48)
    Level 49: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(43), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(36)
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 19.88% Defense(Smashing)
    • 19.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 4.875% Defense(Psionic)
    • 16.13% Defense(Melee)
    • 4.563% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 18% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2% Enhancement(Stun)
    • 5% Enhancement(Heal)
    • 217.86 HP (11.63%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • MezResist(Stun) 2.2%
    • 24% (0.401 End/sec) Recovery
    • 32% (2.504 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 6% Resistance(Psionic)
    ------------
    Set Bonuses:
    Kismet
    (Frozen Armor)
    • 1.5% (0.025 End/sec) Recovery
    Gift of the Ancients
    (Frozen Armor)
    • 2% (0.033 End/sec) Recovery
    Smashing Haymaker
    (Stone Fist)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    Miracle
    (Hoarfrost)
    • 2.5% (0.042 End/sec) Recovery
    • 35.14 HP (1.875%) HitPoints
    • 5% Enhancement(Heal)
    Tempered Readiness
    (Chilling Embrace)
    • 1.5% (0.025 End/sec) Recovery
    Impervium Armor
    (Permafrost)
    • 2.5% (0.042 End/sec) Recovery
    • 3% Resistance(Psionic)
    Steadfast Protection
    (Permafrost)
    • 3% Defense(All)
    Smashing Haymaker
    (Stone Mallet)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    Obliteration
    (Icicles)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Gift of the Ancients
    (Glacial Armor)
    • 2% (0.033 End/sec) Recovery
    Kismet
    (Glacial Armor)
    • 1.5% (0.025 End/sec) Recovery
    Razzle Dazzle
    (Fault)
    • 2% (0.033 End/sec) Recovery
    • 28.11 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    Efficacy Adaptor
    (Energy Absorption)
    • 21.08 HP (1.125%) HitPoints
    • 1.5% (0.025 End/sec) Recovery
    • 10% (0.782 HP/sec) Regeneration
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    Kinetic Combat
    (Heavy Mallet)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Impervium Armor
    (Tough)
    • 2.5% (0.042 End/sec) Recovery
    • 1.875% Defense(Psionic)
    • 3% Resistance(Psionic)
    Kinetic Combat
    (Seismic Smash)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Eradication
    (Tremor)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    Gift of the Ancients
    (Weave)
    • 2% (0.033 End/sec) Recovery
    Entropic Chaos
    (Mu Lightning)
    • 10% (0.782 HP/sec) Regeneration
    Positron's Blast
    (Ball Lightning)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    Numina's Convalescence
    (Health)
    • 12% (0.939 HP/sec) Regeneration
    • 35.14 HP (1.875%) HitPoints



    -Garber
  7. I've been having trouble with planning my Ice/Stone tank past 38...as far as slotting goes. I know I want to go Mu Mastery...but I am waffling on Tremor vs Static discharge. I've got myself at 47% s/l and 30% n/e defense...do I really need to keep looking at Def set bonuses now that I am past the s/l soft cap?

    I will include my planner build and if you could offer tips or tweaks, I would appreciate it. This is my first Ice/ Tank....and the highest level tank I've ever done, so I am in uncharted waters.


    Thanks for any help!

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Frozen Armor -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(3), GftotA-Def(3), GftotA-Def/EndRdx(5)
    Level 1: Stone Fist -- S'ngH'mkr-Dmg/EndRdx/Rchg(A), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Acc/Dmg(7), Acc-I(9)
    Level 2: Hoarfrost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal(9), Mrcl-Heal/Rchg(11), RechRdx-I(11), RechRdx-I(13), Mrcl-Rcvry+(46)
    Level 4: Chilling Embrace -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(13), TmpRdns-EndRdx/Rchg/Slow(17)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Permafrost -- ImpArm-ResPsi(A), ImpArm-ResDam(15), ResDam-I(17)
    Level 10: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), Acc-I(21)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx(23)
    Level 14: Icicles -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(25), Oblit-Dmg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(42)
    Level 16: Super Jump -- Jump(A)
    Level 18: Glacial Armor -- GftotA-Def(A), GftotA-Def/EndRdx(43), Ksmt-Def/EndRdx(43), Ksmt-ToHit+(46)
    Level 20: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Acc/EndRdx(29), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(31), ExStrk-Dam%(45)
    Level 22: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(43)
    Level 24: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), RechRdx-I(31)
    Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(33), RechRdx-I(34), DefBuff-I(37)
    Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(42)
    Level 30: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), FrcFbk-Rechg%(36)
    Level 32: Hibernate -- RechRdx-I(A)
    Level 35: Tactics -- GSFC-Build%(A), ToHit-I(37)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), Acc-I(40)
    Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Entrpc-Acc/Dmg(46), Entrpc-Heal%(48)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
    Level 47: Static Discharge -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(50), BldM'dt-Acc(50), Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal/EndRdx/Rchg(A), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(36)







    +5% DamageBuff(Smashing)
    +5% DamageBuff(Lethal)
    +5% DamageBuff(Fire)
    +5% DamageBuff(Cold)
    +5% DamageBuff(Energy)
    +5% DamageBuff(Negative)
    +5% DamageBuff(Toxic)
    +5% DamageBuff(Psionic)
    +16.88% Defense(Smashing)
    +16.88% Defense(Lethal)
    +1.875% Defense(Fire)
    +1.875% Defense(Cold)
    +13.13% Defense(Melee)
    +0.938% Defense(AoE)
    +1.8% Max End
    +5% Enhancement(RechargeTime)
    +9% Enhancement(Accuracy)
    +5% Enhancement(Heal)
    +2% Enhancement(Stun)
    +182.72 HP (9.75%) HitPoints
    +MezResist(Held) 2.75%
    +MezResist(Immobilize) 9.9%
    +MezResist(Stun) 2.2%
    +27.5% (0.459 End/sec) Recovery
    +32% (2.504 HP/sec) Regeneration
    +1.575% Resistance(Fire)
    +1.575% Resistance(Cold)
    +3% Resistance(Psionic)



    -Garber
  8. Yes, the Level 50 IOs were selling like hotcakes last night. I can't count the times I ran (in Steel) from the vault, to the university, to WW....and made around 40 million selling in around 30 minutes.

    I am still getting the hang of the market, but I couldn't contain my excitement when I placed 7 IOs on the market and they sold instantly for more than 10 times what it took for me to create them.

    Cheers!

    -Garber
  9. Quote:
    Originally Posted by __Naq View Post
    expanding for Issue 20 (Levels 50+)

    Am I the only one to wonder if this heralds plans to reverse a long-standing position on the lvl cap...

    Rich

    My assumption is the (+) stands for Incarnates. The rationale being that Incarnates will be quite a bit superior to standard lvl 50s.


    -Garber
  10. Quote:
    Originally Posted by Agonist_NA View Post
    They don't usually mention fixing exploits. But (thankfully) I hope this means no more monkey business in Atlas...
    I didn't think they would name them....but at least say the fixed a "game breaking whatnot" or "updated AE mission stability" or something. I'm not worried. It was all good on Test, just found it amusing.

    -Garber
  11. I'm guessing they aren't releasing the notes on the "fix" for the MA.... interesting.


    -Garber
  12. First after Red name!

    ^after nearly 6 years

    and Woot! Can't wait to get home and work on some Incarnates!

    -Garber
  13. The actual term in the market is "Stop-Loss" I believe...

    I'm not the uber creative type, so I will let you all give it a whirl.


    -Garber
  14. I am enjoying this experiment so far. It's interesting to see how much you can make with a minimum of overhead (crafting and ww costs). There have been some cool experiments lately and I will be watching this one closely to see the outcome.

    -Garber
  15. Great, thanks for the help! I wasn't sure if it would have been better to put it in Hoarfrost because I could control when it fired....but it makes more sense to have it continual.

    Have a good Thanksgiving all!

    -Garber
  16. A question for you Tanks and Invention people out there. I have a Numina's +Reg/+Rec proc and am trying to decide where to put it. Should I slot it in Hoarfrost or Health once it becomes inherent? I have yet to put the Fitness Pool in my LvL 32 Ice/Stone Tank, so I can hold off on slotting the Enh....but I don't know where to slot it yet.

    Any thoughts or insight I am missing?

    Thanks!

    -Garber
  17. Alright, thanks a lot for the reply.

    Much appreciated!

    -Garber
  18. I'm sure this has been answered plenty of times before....but my search-fu is weak tonight I guess.

    When in Vigilante Allignment, is it possible to convert Reward Merits to Hero/Villain Merits? And if so, where do I go? I'm sure you could just answer me with a JRanger, but even a linky would be greatly appreciated.

    Thanks in advance!

    -Garber
  19. Garber

    Ice / Fire i18

    Another note. The fitness pool is going to be inherent in less than 2 weeks. I would suggest not building it into your plan. Yes, you will have to spare some slots if you plan on giving any to Stamina.....but with a near perma EA, you won't need it.

    Try adding Manuvers to give you up to 3% more universal def....and it can have some good set bonuses. Also, Tactics would give you a good place to put a Gaussains proc.

    -Fynite X
  20. I am now inspired to play the market. I have lots of uncrafted recipes that can sell for loads of inf....just never thought of playing the market until now.

    Thanks for the inspiration!

    -Fynite X
  21. Posting here so everyone can hop in if they want...

    Quote:
    Originally Posted by arafel View Post

    What: Earth/Stone Superteam
    Where: Justice
    When: Fridays and Sundays, Starting at 8pm ET
    Who: Brought to you by the folks behind the recent Justice TA, Traps, Radiation, and Blades Superteams
    Why: Fortune and glory... and fun.


    This group will be a Praetorian team based on the earth- and stone-themed powersets available. Allowed Powersets/Archetypes:
    This team will be more theme-oriented than a traditional min/max'ed superteam, so, there are no specific power choice requirements. But, you should keep a few things in mind:
    • Team-focused powers are great; Leadership, Teleports, and Medicine are always useful.
    • You should take at least half of the powers in the earth/stone powerset(s) you choose.
    • You're welcome to make use of your other build if you'd like to maintain a solo or PVP build.

    Miscellaneous Details:
    • Our first meeting will take place Friday, October 15th at 8pm ET on the giant star between Praetors Duncan and White in Nova Praetoria.
    • Since we can't join or start Super Groups while in Praetoria, we'll be coordinating the group through use of a global channel named "Justice Superteamers". Everyone interested in this team must join the channel.
    • Once we've graduated from Praetoria, we'll more than likely transfer ourselves to Paragon City to start, but will eventually make ourselves vigilantes so we can enjoy what the Rogue Isles have to offer.
    • Please take a little time and get yourself to level 4 before the first meeting.
    • Pacts are not required, but are encouraged.
    • We'll be focusing on PVE content (TFs, Contact Arcs, AE, the occasional newspaper/scanner, etc).
    • There is no limit on the number of people that can join us. This isn't going to be a fixed group of 8; the more, the merrier.
    • Super-Sidekick has made teaming incredibly easy. If you already have a character that fits the theme of this team, or won't be able to join us at the start of this team, don't worry; we'll accept you at any level, any time.


    If you have any questions or suggestions, feel free to post here or send a /t or email to @arafel in-game.


  22. Can you make TFs or just mission arcs?

    -Garber
  23. Garber

    Mac Open Beta

    I was meaning the OS for Macs is 64 bit. I didn't know if the game would be 64 bit enchanced.

    That is all.