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Posts
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Thanks for the reply's.
I guess that explains why the only one I noticed any difference on was Soul.
Gitch -
Does anyone have any numbers for the different staff forms?
I am most interested in how much in how much the +rchg/end discount/+dmg numbers are during normal fighting without using a finisher.
I enjoy using soul for the end discount because it seems the most noticible but it would be nice to make an informed decision.
thanks,
Gitch
ps if someone has already posted this info please just point me in the right direction as my searchfu has failed me. -
I could use a little help reviewing this new tank project of mine. I have her at 35 now and its time to get her out of generic io's. Please let me know how I can really make this toon shine, and if you have suggestions on incarnate powers feel free to include them.
My only request is that we have to include fly as a travel power (she has wings) and no hasten (it ruins her all dark theme).
thank you,
Gitch
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
La Negra: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 8: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(45), Nictus-Heal/HP/Regen/Rchg(46), Nictus-Acc/EndRdx/Heal/HP/Regen(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 10: Fly -- Frbd-Stlth(A), Srng-EndRdx/Fly(50)
Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17)
Level 14: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), EndRdx-I(17)
Level 16: Death Shroud -- Erad-Dmg(A), Erad-%Dam(23), Erad-Acc/Dmg/EndRdx/Rchg(25), M'Strk-Dmg/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(29)
Level 18: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 22: Cloak of Fear -- Abys-Acc/Rchg(A), Abys-Dam%(36), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Acc/Fear/Rchg(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 28: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(40), M'Strk-Dmg/EndRdx(42)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(42), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45)
Level 35: Soul Transfer -- RechRdx-I(A)
Level 38: Greater Fire Sword -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(39), MotTanker-Acc/Dmg/Rchg(39), MotTanker-Dmg/EndRdx/Rchg(39), MotTanker-Acc/Dmg/EndRdx/Rchg(40), MotTanker-Rchg/Res%(40)
Level 41: Hover -- LkGmblr-Rchg+(A), Flight-I(48), Flight-I(50)
Level 44: Oppressive Gloom -- RzDz-Immob%(A), Dsrnt-I(48), Dsrnt-I(48)
Level 47: Afterburner -- LkGmblr-Rchg+(A)
Level 49: Recall Friend -- Range-I(A)
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(34), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), P'Shift-EndMod/Acc(33), EndMod-I(33)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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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)
- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 13.63% Defense(Melee)
- 8% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2.75% Enhancement(Terrorized)
- 45% Enhancement(Accuracy)
- 55% Enhancement(RechargeTime)
- 5% FlySpeed
- 316.2 HP (16.88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 2.21% Resistance(Smashing)
- 2.21% Resistance(Lethal)
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 1.89% Resistance(Toxic)
- 1.89% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Reactive Armor
(Dark Embrace)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Scorch)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fire Sword)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Combustion)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Murky Cloud)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Regeneration)- 35.14 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(Cloak of Darkness)- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Obsidian Shield)- 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)
(Death Shroud)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Death Shroud)- MezResist(Sleep) 1.65%
(Breath of Fire)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Cloak of Fear)- 2.75% Enhancement(Terrorized)
- 35.14 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fire Sword Circle)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 7.5% Enhancement(RechargeTime)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Greater Fire Sword)- 2% DamageBuff(All)
- 35.14 HP (1.88%) HitPoints
- 7.5% Enhancement(RechargeTime)
- 1.89% Resistance(Toxic,Psionic)
- 2.21% Resistance(Smashing,Lethal)
(Hover)- 7.5% Enhancement(RechargeTime)
(Afterburner)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.94 HP/sec) Regeneration
- 35.14 HP (1.88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.88%) HitPoints
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Quote:What if Aim/Build Up gave mez protection for a few seconds. I was just thinking that this would be a novel approach to giving blasters and a few other AT's some much needed mez protection. If each of them gave mag 4 protection for 10 seconds you could choose to double up or spread them out depending on your needs at the moment. I think it also makes a bit of sense from a role play perspective in that you can say your toon was focusing his power and it makes him shrug off stuns and holds but after it wears off he is vulnerable again. Almost like a short duration of what Dominators used to get.A blaster's REAL defense is staying active and aware of the surroundings. I understand the dev desire to make basic blasters no defense and little resistance and I'm good with that. What makes absolutely no sense is that mez stops a blaster cold (or rather neuters them down to level 1) and that no blaster power set gives you tools to avoid, prevent, or escape from mez. As prolific as mez is in this game that says bad design to me.
Now add in that we have F2P and those of us that pay to play. Mez with no tools to avoid it means I pay not to play. That's a bad dev choice in terms of marketing.
what do you think about this?
Gitch -
Quote:I just happen to be the one who formed all those themed ITF's so I am glad that you enjoyed yourself. I too was rather surprised that the fire run was only marginally faster than the electric one and had far more deaths.Last week on Justice was an impromptu "theme week" for ITFs. It started with an all Ice ITF (and Justice was most amused with all the puns associated therein on the global channels) I was on an all Elec ITF the next day and an all Fire ITF the next run (and yes the puns ran thick and fast for both those ITFs)
I have NEVER before seen a full spawn of EBs with empty endurance bars that STAYED empty. I only remember 3-4 player defeats for that entire TF (I admit that I wasn't really counting them) and those occurred about when you would expect, an ambush spawn appearing on top of the squishies after a crystal, an exploding crystal, and 3rd robot spawn during the computer.
The all Fire TF featured multiple player defeats (pretty sure that my fire^3 tank was the only one not to die sometime during the TF. Not positive though, I was busy) Completion time was a mere 3 minutes faster for the all fire run. Both were extremely fun in very different ways.
The all elec ITF inspired me to try an Elec/Psi dominator that is now level 20. I have to agree with Kioshi that end drain is very powerful mitigation. I'm soloing using level 20 DOs and playing on +1/x3 bosses on, and I can drop Static Field in the middle of the spawn, use Tesla cage and single target attacks on one target while I wait for Conductive Aura to drain the spawn, and then start AoEing with impunity thereafter. At level 20 when I got Drain Psyche it got even better because the mobs that are drained with Conductive and Static Field don't recover endurance after they are hit with DP.
This dom may turn out to be even better than my Mind/Ice/Fire perma dom. I'm just not sure at this point how much end mod I want to slot.
My take on electric powersets are that they do incredibly well when paired with other toons that are also electric. The synergy is just stupid good and it allows you to do things that would otherwise be impossible. I had the fortune of running my elec/elec blaster to 50 with my girlfriends elec/elec blaster and my supergroup mates elec/elec tank. The 3 of us had a huge blast (pun intended) on our ride to 50 and were running mishs on +2/x8 from the mid 20s. No heals or support needed (though we experimented with aid self for a bit). The combo of the tank taking the initial alpha and the blasters sapping everything in the first 3 seconds followed by unloading all aoe's left every spawn neutered and destroyed in very quick order.
Now that does not mean that elec blast couldnt use some help. I would strongly support tesla cage getting the clobber treatment by giving it real damage, and if VS is ever to be truly useful it needs to have a 4 min timer or make it a toggle or something. Elec blast has some good mitigation and aoe capability that only gets better if you can add an elec friend. So go out and find an electrifying friend and shock the world.
-Gitch
(Arc Master on Justice) -
I made a brute for my girlfriend a few months back and we are finally closing in on lvl 50. I thought it would be fun to buy her IO's and kit her out for Christmas but would like some advice before i start shopping. She is a more casual player and needs a sturdy build to keep her from dying alot. Below is a build I have been contemplating.
thanks for the help,
Gitch
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Ms. Meteor: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-EndRdx(13), RctvArm-ResDam/Rchg(13), S'fstPrt-ResDam/Def+(39)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Rchg(27)
Level 6: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(43)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(19)
Level 18: Rage -- RechRdx-I(A)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-EndRdx(23), RctvArm-ResDam/Rchg(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
Level 26: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc(40)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rng(42), Mocking-Taunt/Rchg/Rng(42)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34), FrcFbk-Rechg%(36)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
Level 38: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob(48)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(50), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 44: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47: Rise of the Phoenix -- Dmg-I(A)
Level 49: Temperature Protection -- Aegis-Psi/Status(A)
Level 50: Cardiac Core Paragon
Level 50: Pyronic Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Phantom Radial Superior Ally
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29), P'Shift-End%(40)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;701;1402;HEX;| |78DA6594596F12511886CF61862EB4B5D09642F716A4749D96B4D5B8A5D1D69A6A5| |114E32DC17A84310470188C5C7AE1BDA66A5DFE8377EEFA3B5CFE83CBA5890B7E33| |DF6B69C204F29C79CF7BBEF3CE374BF2F67AE7F333775685EC582B642B95CC29AB6| |A2BDF65B59D2F960AA55C4D1342F89215633CA96C55B25AE974D0F56492AAA09491| |AE96959549DB962AE6EC7C98A7D6D57555AC2863C354562D73B26A65039BC5BC228| |F6DFC1FF852A552C1489795BAD6E90EB754B66C16735DEEC98699CBDB741670CF36| |8BB7CC8A79D52C98762D70BA6C6E1BA99A4509B2159B360853A669FA47A4C051D74| |4CA1174E1B9085E62EA69E60BC7E6FAEBBA18A5415C17BE08B3330A8E312743C411| |5D38B2447D89FA3AEAB7A07E0BEABF2268ECD5B573B42AA18B0317C024B3E73C733| |0C57C496E2F67F27ACBC2D5A237418B79B002DA609519A375ADC8D68A6C6DC8D686| |6C3E648B90B19DBD9EF6595E3F09CE80FDE4E9E02CB223C8F9667E0AB70F219AEBE| |2F5A26B82FD6F08DDECD7BAD14F3FFAE7475F7BD0D7382120A5BB3E80FD24D5EC45| |FE5EE4EF43FE3EE40F23BF46DE20F60A62AF7EECD18F3DC2D85B276F88BD9E10AE6| |3DA8FEBE965BEA5D901F7CED63D030F3CDC8F1D66FC11F31DCD0E713EEFD02FD646| |7F837FC0BFCCF13AE83C014E2DE7F1C1B58DE451D7644E17C01B2079C7B0CFD811D| |439CA9C38061E074F30A37799EF9DF6F05A19415FE7C08F1425860CB17B7CDDF3F7| |990B3BE043E667F24EE1D99DDA156E1F171E33134FC0A7E033E6175A338B35B34B9| |C676E195C61CE1F020F333F90DBC073648C70CED78445BE5F627185F37CF5D17B07| |4DCEB3EF7B4393F20AFB86CFF23DFFB6DF3FC5FE1F0D4D93E3AC0D82C3607C97730| |DEB7BDF11FAD121669A94C52625D1A42C3529CB4DCA86A3C82D47A96F35CDA6F4BD| |2F8E90AED2EEDFFBAED457E98549601CED6B8C3FEDD363C1C6F81F013CE540| |-------------------------------------------------------------------|
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thanks for the replys. I wasn't aware of the floor value for the -dmg.
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Hello,
I am hoping that someone can explain how the -dmg effect in void and other powers like flucrum shift work. When I was looking at void and saw the -50% dmg for 30 sec it made me wonder what would happen if 2 people used it on the same mob. Would that mean that the mob would be unable to do any dmg for 30 sec?
thanks,
Gitch -
I was just reading a forum post on kb in the blaster forums and it made me wonder if there were any plans to expand Null the gull's powers to include turning kb into kd. Has anyone heard of this, would it be possible? I was thinking he could apply a mag reduction to all kb powers untill under the .67 lvl.
thanks,
Gitch -
my search fu failed. Is there a thread that has pics of all the new lore pets? I really want to see what they look like before I select one.
thanks,
Gitch -
Here is an example of what I was considering for a build. Am I on target or should I consider a different way to go. Please advise.
thanks,
Gitch
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Green Talon: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
------------
Level 1: Sting of the Wasp
(A) Hecatomb - Damage/Recharge: Level 50
(3) Hecatomb - Accuracy/Damage/Recharge: Level 50
(3) Hecatomb - Accuracy/Recharge: Level 50
(5) Hecatomb - Damage/Endurance: Level 50
(5) Hecatomb - Chance of Damage(Negative): Level 50
Level 1: Fire Shield
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(7) Titanium Coating - Resistance: Level 50
(7) Titanium Coating - Resistance/Endurance: Level 50
(9) Titanium Coating - Resistance/Recharge: Level 50
Level 2: Flashing Steel
(A) Armageddon - Damage/Recharge: Level 50
(9) Armageddon - Accuracy/Damage/Recharge: Level 50
(11) Armageddon - Accuracy/Recharge: Level 50
(11) Armageddon - Damage/Endurance: Level 50
(13) Armageddon - Chance for Fire Damage: Level 50
(46) Achilles' Heel - Chance for Res Debuff: Level 20
Level 4: Healing Flames
(A) Numina's Convalescence - Heal/Recharge: Level 50
(13) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
(15) Numina's Convalescence - Heal/Endurance: Level 50
(15) Miracle - Heal/Recharge: Level 40
(17) Miracle - Heal/Endurance/Recharge: Level 40
Level 6: Super Speed
(A) Celerity - Endurance: Level 50
(17) Celerity - RunSpeed: Level 50
(19) Celerity - +Stealth: Level 50
Level 8: Divine Avalanche
(A) Luck of the Gambler - Recharge Speed: Level 50
(19) Crushing Impact - Accuracy/Damage: Level 50
(21) Crushing Impact - Damage/Endurance/Recharge: Level 50
(21) Crushing Impact - Accuracy/Damage/Endurance: Level 50
(23) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(45) Crushing Impact - Damage/Endurance: Level 50
Level 10: Hurdle
(A) Jumping IO: Level 50
Level 12: Build Up
(A) Recharge Reduction IO: Level 50
(23) Recharge Reduction IO: Level 50
Level 14: Health
(A) Miracle - +Recovery: Level 40
(25) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(25) Regenerative Tissue - +Regeneration: Level 30
Level 16: Plasma Shield
(A) Titanium Coating - Resistance: Level 50
(27) Titanium Coating - Resistance/Endurance: Level 50
(27) Titanium Coating - Resistance/Recharge: Level 50
(29) Steadfast Protection - Knockback Protection: Level 30
Level 18: The Lotus Drops
(A) Multi Strike - Accuracy/Damage: Level 50
(29) Multi Strike - Damage/Endurance: Level 50
(31) Multi Strike - Damage/Recharge: Level 50
(31) Multi Strike - Accuracy/Endurance: Level 50
(31) Multi Strike - Accuracy/Damage/Endurance: Level 50
(33) Multi Strike - Damage/Endurance/Recharge: Level 50
Level 20: Stamina
(A) Performance Shifter - EndMod: Level 50
(33) Performance Shifter - EndMod/Recharge: Level 50
(33) Performance Shifter - EndMod/Accuracy: Level 50
Level 22: Hasten
(A) Recharge Reduction IO: Level 50
(34) Recharge Reduction IO: Level 50
(34) Recharge Reduction IO: Level 50
Level 24: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(50) Kismet - Accuracy +6%: Level 30
Level 26: Soaring Dragon
(A) Crushing Impact - Accuracy/Damage: Level 50
(34) Crushing Impact - Damage/Endurance: Level 50
(36) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
(36) Crushing Impact - Damage/Endurance/Recharge: Level 50
(45) Force Feedback - Chance for +Recharge: Level 50
Level 28: Blazing Aura
(A) Multi Strike - Accuracy/Damage: Level 50
(37) Multi Strike - Damage/Endurance: Level 50
(37) Multi Strike - Damage/Recharge: Level 50
(37) Multi Strike - Accuracy/Endurance: Level 50
(39) Multi Strike - Accuracy/Damage/Endurance: Level 50
(39) Multi Strike - Damage/Endurance/Recharge: Level 50
Level 30: Boxing
(A) Empty
Level 32: Golden Dragonfly
(A) Multi Strike - Accuracy/Damage: Level 50
(39) Multi Strike - Damage/Endurance: Level 50
(40) Multi Strike - Damage/Recharge: Level 50
(40) Multi Strike - Accuracy/Endurance: Level 50
(40) Multi Strike - Accuracy/Damage/Endurance: Level 50
(42) Multi Strike - Damage/Endurance/Recharge: Level 50
Level 35: Tough
(A) Titanium Coating - Resistance/Endurance: Level 50
(42) Titanium Coating - Resistance: Level 50
(42) Titanium Coating - Resistance/Recharge: Level 50
Level 38: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(43) Luck of the Gambler - Defense: Level 50
(43) Luck of the Gambler - Defense/Endurance: Level 50
(45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 41: Consume
(A) Performance Shifter - EndMod/Recharge: Level 50
(43) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(46) Performance Shifter - Accuracy/Recharge: Level 50
Level 44: Rise of the Phoenix
(A) Eradication - Damage: Level 30
(46) Eradication - Damage/Recharge: Level 30
(48) Eradication - Accuracy/Damage/Recharge: Level 30
(48) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
Level 47: Burn
(A) Eradication - Damage: Level 30
(48) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
(50) Eradication - Damage/Recharge: Level 30
(50) Eradication - Accuracy/Damage/Recharge: Level 30
Level 49: Fiery Embrace
(A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit -
I am approaching 50 on my kat/fire scrapper and would like some advice on build goals for him. I would like to get a bit more survivability out of him and am wondering what will give me more bang for my buck.
+ hp
+recharge
+ defence (and is melee or sm/le the way to go)
I dont really care about cost and one mids build i tried had healing flames down to 12 sec if i used purples. I am leaning toward the rechg and +hp but am not sure if this is really what I should be focused on.
Thanks for the suggestions,
Gitch -
I want to bind some powers to my mouse buttons 4 and 5 (forward back buttons on the side) but I have forgotten what the game calls them. it should be something like /bind mouse button 4 "powexec_name aid self" but it doesnt seem to work. Can someone please help me with the bind.
thanks,
Gitch -
I am just going to flat out say that I hate the new UI. It does nothing for me and takes away a bunch of the enjoyment of marketeering for me. I really liked the old UI and how when I bought something I knew instantly because it changed colors. Now i have to remember how many things I have in the bought tab so I know if it goes up. A pure waste as far as I am concerned. And ditto to all the other bad things previously mentioned.
Give me back my old interface please.
-Gitch -
Yes its very true that you can make much more in the same time frame using different techniques. What I wanted to show here was that a new player with absolutely no connections could earn enough money in the span of a long mission to bankroll themselves for an entire toons carreer. I am sure there are other examples of how to do this but I believe this one is applicable for any toon that finds themselves in need of cash.
Thanks for the additional example,
Gitch -
I started with the desire to get enough money on my new blaster to buy some enhancers. My toon was not in my SG yet and none of my friends were online so I decided to try it the old fashion way by earning it at the market. One of the most reliable ways to make good money at the market is to put in some low bids on items with a decent spread and then let time be your ally. But I was feeling impulsive at the moment and wanted my cash now.
So I looked at my funds available and had 26k from running various missions and street sweeping. I decided to run to Kings row because of the close proximity of the store and market. Knowing that uncommon salvage sells for 1k at store I promptly put up bids of 111 inf on a few stacks of 10. Some filled but I reallized that this would take way too long the average person to stay interested in. I then remembered that common IO recipies can be sold for a good profit if you can get them cheap enough.
I started at lvl 10 accuracy and bid 111 inf on a stack of 10. I then worked my way down the list. When I had run out of slots I then collected what I had purchased and ran them to the store. After selling that bunch, I continued on placing bids on the next 10 items in the list. Soon I had 300k inf just doing that which gave me a little more money to bid with so on some of the lvl 35-50 enhancers I started bidding up to 1,111 inf.
I made 1 million in about 25 min just buying, running, selling. I stopped at 30 min, had made it to lvl 50 snare IO's and had made 1.64 million inf.
Recap:
1. Go to Kings Row
2. Place low bids on common IO's (mine was 111, yours may be different)
3. Run to vendor next to blue steel
4. sell the recipies
5. return to ww and buy more
6. repeat as needed
After Making a million + visit the market forum for advice on how to make more.
Hope this helps you outfit your next toon,
Gitch -
I think at this point im going to tough out a few more lvls with SR to see if it will be tolerable for the next 30 lvls. Or I may talk gf into making an emp to keep me alive. Thanks for the replies
-
I am not really too worried about cost or the need for set bonuses since I have the funds. Mostly I want something that keeps me in the fight.
My worry about wp with spines is that from my experience when it was paired with db that it really needed the kd of the sweep combo and 1k cuts in order to buy time for the regen to work. It also helped that I never had to leave melee for a ranged attack or 2 like spines appears to need.
How much global recharge and def are needed to make regen shine? How late will it be before SR is solid? Does fight pool or medicine make more of an impact when paired with SR?
Thanks again,
Gitch -
I have a new concept for a spines scrapper but need some suggestions for a secondary. The concept is that he is a mutant that can convert himself to metal and produce spikes to stab or throw etc.
My first thought was to use SR under the concept that the metal vibrates at high speed to block incoming blows before they hit him. I was also thinking that quickness will help with the non existant attack chain.
Then after playing him as an SR (and dying quite abit in the first 8 lvls due to not being able to put down the baddies fast enough, really wish they would fix swipe power so I could have a second st attack) I started to think of his metal flesh as just replacing itself so fast that it could literally fly off of him. This seemed like a good rationale to pick Regen for a secondary.
I have played a spine/dark and deleted him at 20 something because i just felt like dark let me down way too much. I have since played a DB/WP (love to play solo), and a ELM/SD (May be my fav dmg toon of all). I am looking for a very survivable secondary that will allow me to stand in the middle of an 8 man spawn since i would like to use this toon on teams and am willing to tweak concept if needed so I dont faceplant alot. As you can tell I have always prefered passive secondaries but am open to something like regen if it will get the job done.
So please give me some suggestions on secondary, why they work well with spines, and if possible how I can get it to go with my concept. -
Ok, thanks for the replies. I was originally hoping for an all sonic/sonic defender team but it seems like you dont find that very feasible. So maybe instead I will just make it a sonic team and allow anyone in who has a sonic component. Friend wants to go with an acid rock band theme so I guess it will be cool if a few rads want to join in.
-
Ok, so a buddy and I were discussing our next set of heroes to roll and thought that it might be pretty sick to see some sonic defenders in action. All the -resist seems like an awesome steam rolling good time and since sonics seem so rare it could be fun and different. Now that being said, I have never played a sonic, only teamed with one a handful of times and never seen more than 2 in one team.
So what am I missing?
Is there a reason why I have never seen an all sonic team?
Will it not work the way other superteams like Rad, TA, Cold, or Traps do?
I cant remember what the - resist cap is but is it something that is easy to hit with 2,3 or 4 sonics that would make rest of team less effective?
What powers and playstyles do you think will make this style of team most effective? I imagine there will be a lot of support for the leadership pools, but I am a bit worried about the end costs of running all those toggles.
If you all can help me iron out some of these details, I plan to start this project on justice in the near future.
Thanks,
Gitch -
thank you guys very much. sounds as good as weave up front so ill be sure to get it
-
I have a shield scrapper and I am a bit confused about phalanx fighting. The description makes it sound like it only works when in melee with a team mate, but when i open the info page it just says grants 3.75 def to self. So is it a base 3.75 bonus with additional def based on players in range, or is it 0 def when solo and adds the def only when in melee on a team? Should I even bother with this power or is it skippable?
Thanks,
Gitch