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Posts
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Joined
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Ugh! I'm getting really frustrated with missing all the cool events.
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Hey AG. I think the only new stuff we have going now is that we have pvp here now.
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The combo doesn't have any specific synergy, but they won't get in the way of eachother either. Should be pretty solid.
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Quote:The group you're looking for is http://www.4-thirty-5.com/rpc/Also.. I heard about a small RP group on Pinn recently, but danged if I can't find a post on the boards atm.
If that's hard to remember, then the address www.rpcongress.com will redirect to that.
They have RP get together things every tuesday at 10 EST in the upstairs blue bar at pocket D. Group isn't as big or as active as it once was (I'm not active with them these days for example) but it still has plenty of people around. -
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Wednesday should be an easy day for me. I'll be there unless something comes up.
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My schedule's filling up, but I really do want to run them if I can.
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It would need to have a very different effect in pvp.
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If you want to go nuts and set your difficulty to -1X8 or something you'll need the area attacks, but at the bare minimum you want all three single target attacks and swap ammo.
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I say stick with manuevers and assault. As long as SOMEONE on the team has a debuff applied you won't need weave.
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controlled arena matches with a test subject are probably your only option for testing something like that.
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This example build has pretty much all the useful powers taken from dark/elec/elec. Tesla cage isn't a bad power, but in a contest between tesla cage and shocking bolt, shocking bolt is more useful for this combo because it's on the same recharge as petrifying gaze.
Electric mastery is a perfect complement for electric blast because it has an extra single target attack in it (electric fence) and an easy method of bouncing back from thunderous blast (power sink). Unless you have another ancillary in mind for concept or coolness reasons, definitely go with electric.
If you're looking for power pools, leadership is good on defenders. Your survivability should be pretty good, so fighting and definitely medicine shouldn't be necessary. If you want more power pools than the ones in this build, then you can potentially cut the holds from the build. If you really want to dip into the power pools, the combo of aim+thunderous blast+power sink could be dropped to get a lot of extra power picks.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Twilight Grasp -- Empty(A)
Level 1: Charged Bolts -- Empty(A)
Level 2: Lightning Bolt -- Empty(A)
Level 4: Tar Patch -- Empty(A)
Level 6: Darkest Night -- Empty(A)
Level 8: Ball Lightning -- Empty(A)
Level 10: Howling Twilight -- Empty(A)
Level 12: Short Circuit -- Empty(A)
Level 14: Shadow Fall -- Empty(A)
Level 16: Fearsome Stare -- Empty(A)
Level 18: Hover -- Empty(A)
Level 20: Fly -- Empty(A)
Level 22: Swift -- Empty(A)
Level 24: Health -- Empty(A)
Level 26: Stamina -- Empty(A)
Level 28: Petrifying Gaze -- Empty(A)
Level 30: Aim -- Empty(A)
Level 32: Dark Servant -- Empty(A)
Level 35: Voltaic Sentinel -- Empty(A)
Level 38: Thunderous Blast -- Empty(A)
Level 41: Electric Fence -- Empty(A)
Level 44: Charged Armor -- Empty(A)
Level 47: Power Sink -- Empty(A)
Level 49: Shocking Bolt -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run -
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Whoa, this is VERY different from what I would do. I can sort of understand wanting to keep your same powers since there's a certain nostalgia to it, but there are a lot of missed opportunities like using electric fence instead of thunderstrike because it does better damage and thunderstrike's disorient is only a 50% chance of happening to the main target, not to targets in the area. This would let you drop power burst and pick up something like energy torrent, which is amazing damage mitigation, or aim to boost the effectiveness of the nova+power sink combo. I question the philosophy behind updating a legacy build's slotting in light of new enhancement rules, but not its power choices in light of five years more knowledge of how powers work and interact with eachother.
If it's a legacy build it should be a legacy build. If it's not a legacy build, then it shouldn't be treated like one. Doing it half way seems like an attempt at gradually letting go. You'd probably be better off taking advantage of dual builds so that you can have both. -
Something like this. If piercing rounds aren't your type of thing, then it should be replaced with choking cloud and the range enhancements in empty clips should be replaced with an end and a recharge.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Heal(A), Heal(43), Heal(43), EndRdx(43), RechRdx(46), RechRdx(46)
Level 1: Pistols -- Acc(A), Dmg(25), Dmg(37), Dmg(40), EndRdx(42), RechRdx(42)
Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(3), Dmg(15), EndRdx(15), RechRdx(23)
Level 4: Empty Clips -- Acc(A), Dmg(5), Dmg(5), Dmg(11), Range(13), Range(13)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Radiation Infection -- ToHitDeb(A), ToHitDeb(9), ToHitDeb(9), EndRdx(11)
Level 10: Hurdle -- Jump(A)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Bullet Rain -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(19), RechRdx(23)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Swap Ammo
Level 24: Enervating Field -- EndRdx(A), EndRdx(25), EndRdx(48)
Level 26: Lingering Radiation -- Acc(A), Acc(27), RechRdx(27), RechRdx(34), RechRdx(48), EndRdx(48)
Level 28: Executioner's Shot -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), RechRdx(31)
Level 30: Mutation -- RechRdx(A)
Level 32: EM Pulse -- Acc(A), Acc(33), Hold(33), Hold(33), RechRdx(34), RechRdx(34)
Level 35: Piercing Rounds -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(37)
Level 38: Hail of Bullets -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
Level 41: Power Build Up -- RechRdx(A), RechRdx(42), RechRdx(46)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45)
Level 47: Assault -- EndRdx(A)
Level 49: Fallout -- Dmg(A), Dmg(50), Dmg(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition -
Whenever a new enhancement or upgrade comes out for my CoX, I always get it.
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Like PC Guy said, electric has to be paired with another draining powerset in order to be effective. Your current dark/dark will do better in most situations than this dark/elec would, since the to-hit debuffing you'd lose wouldn't be made up for with your end drain.
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Power push and nova are both skippable too. Your power list might look something like this, except with leaping replaced with whatever travel power you chose.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Empty(A)
Level 1: Power Bolt -- Empty(A)
Level 2: Power Blast -- Empty(A)
Level 4: Energy Torrent -- Empty(A)
Level 6: Accelerate Metabolism -- Empty(A)
Level 8: Radiation Infection -- Empty(A)
Level 10: Enervating Field -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Lingering Radiation -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Tactics -- Empty(A)
Level 28: Vengeance -- Empty(A)
Level 30: Mutation -- Empty(A)
Level 32: EM Pulse -- Empty(A)
Level 35: Explosive Blast -- Empty(A)
Level 38: Power Burst -- Empty(A)
Level 41: Power Build Up -- Empty(A)
Level 44: Temp Invulnerability -- Empty(A)
Level 47: Maneuvers -- Empty(A)
Level 49: Fallout -- Empty(A)